Halma plc
TypePublic limited company
HeadquartersAmersham, England, UK
Key people
Revenue£1,338.4 million (2020)[1]
£279.2 million (2020)[1]
£184.4 million (2020)[1]

Halma na halma taki Tadbalig tadbalig baby Halma na halma taki Tadbalig tadbalig crazy. Upside down halma Right side up I love ya Upside down halma Right side up I love ya. Halma na halma taki Tadbalig tadbalig baby Halma na halma taki Tadbalig tadbalig crazy. It’s a little bit humbling All the fumbling and the jumbling Pero ang nilalaman.

Halma (from the Greek word ἅλμα meaning 'jump') is a strategy board game invented in 1883 or 1884 by George Howard Monks, an American thoracic surgeon at Harvard Medical School. His inspiration was the English game Hoppity which was devised in 1854. Halma plc is involved in the manufacture of a range of products that protect and improve the quality of life for people. The Company operates through four segments: Process Safety, Infrastructure.

Halma plc is a British global group of safety equipment companies that makes products for hazard detection and life protection based in Amersham, England.[2] It is listed on the London Stock Exchange and is a constituent of the FTSE 100 Index.


The company was established in 1894 in Ceylon as The Nahalma Tea Estate Company Limited.[3] It switched to rubber production in 1937 and became The Nahalma Rubber Estate Company Limited.[3] During the early 1950s the company's rubber estates were nationalised by the Sri-Lankan government, and in 1956 the company became Halma Investments Limited, thereby severing its connections with both tea and rubber and becoming an investment and industrial holding company.[3]


In the early 1970s the company began a sequence of acquisitions in the mechanical, electrical and electronic engineering sectors. Escape from laville 2 apk. The company was renamed Halma Limited in 1973 and registered as a public limited company in 1981, becoming Halma plc.[3] In 1984, the company acquired Apollo Fire Detectors, the largest manufacturer of smoke detectors in the UK.[4]

The company undertook three acquisitions in the second half of 2019, including Ampac, another fire detection business, and two further acquisitions in the medical sector in early 2020.[5]



The company is organised as follows:[6]

  • Process safety
  • Infrastructure safety
  • Medical
  • Environmental & Analysis


  1. ^ abc'Annual Report 2020'(PDF). Halma. Retrieved 25 February 2021.
  2. ^'Halma'. Construction.co.uk. Retrieved 25 February 2021.
  3. ^ abcd'Halma history – Halma plc'. halma.com. Retrieved 24 June 2019.
  4. ^'Fire Detection Solutions, Apollo Fire Detectors Ltd – Our History'. www.apollo-fire.co.uk. Retrieved 2016-06-30.
  5. ^'Halma aided by acquired assets'. Investors Chronicle. 19 November 2019. Retrieved 25 February 2021.
  6. ^'Sectors – Halma plc'. halma.com. Retrieved 26 June 2019.

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Halma_plc&oldid=1008906434'
Board with 'camps' marked for two players (blue) and four players (red)
Years active1883/84 to present
Genre(s)Board game
Abstract strategy game
Players2 or 4
Playing time10 minutes to 1 or more hours
Random chanceNone
Skill(s) requiredStrategy, tactics

Halma (from the Greek word ἅλμα meaning 'jump') is a strategy board game invented in 1883 or 1884 by George Howard Monks, an American thoracic surgeon at Harvard Medical School. His inspiration was the English game Hoppity which was devised in 1854.

The gameboard is checkered and divided into 16x16 squares. Pieces may be small checkers or counters, or wooden or plastic cones or men resembling small chess pawns. Piece colors are typically black and white for two-player games, and various colors or other distinction in games for four players.


The game is played by two or four players seated at opposing corners of the board. The goal is to transfer all of one's pieces from one's own camp into the camp in the opposing corner. On each turn, a player either moves a single piece to an adjacent open square, or jumps over one or more pieces in sequence.



Setup for two players Setup for four players (when played in teams, teammates sit in opposite corners)
  • The board consists of a grid of 16x16 squares.
  • Squares are adjacent horizontally, vertically or diagonally.
  • A game may be played by two or four players.
  • Each player's camp consists of a cluster of adjacent squares in one corner of the board. These camps are delineated on the board.
    • For two-player games, each player's camp is a cluster of 19 squares. The camps are in opposite corners.
    • For four-player games, each player's camp is a cluster of 13 squares. Each of the four corners of the board is a camp.
  • Each player has a set of pieces in a distinct color, of the same number as squares in each camp.
  • The board starts with all the squares of each player's camp occupied by a piece of that player's color.


To win, you must move all your pieces into the diagonally opposite camp. For four-player games played in teams, the winner is the first team to race both sets of pieces into opposing camps.

Play sequence

Simple wooden pawn-style playing pieces, often called 'Halma pawns'

  • Players randomly determine who will move first.
  • Pieces can move in eight possible directions (orthogonally and diagonally).
  • Each player's turn consists of moving a single piece of one's own color in one of the following plays:
    • One move to an empty square:
      • Place the piece in an empty adjacent square.
      • This move ends the play.
    • One or more jumps over adjacent pieces:
      • An adjacent piece of any color can be jumped if there is an adjacent empty square on the directly opposite side of that piece.
      • Place the piece in the empty square on the opposite side of the jumped piece.
      • The piece which was jumped over is unaffected and remains on the board.
      • After any jump, one may make further jumps using the same piece, or end the play.
  • Once a piece has reached the opposing camp, a play cannot result in that piece leaving that camp.
  • If the current play results in having every square of the opposing camp occupied by one's own pieces, the acting player wins.
  • Otherwise, play proceeds clockwise around the board.

Comparison to other games


  • The mechanic of jumping pieces is reminiscent of draughts (checkers) but differs in that no opposing pieces are ever captured or otherwise withdrawn from the board nor is jumping compulsory.
  • Chinese checkers, a variant of Halma, was originally published in 1892 as Stern-Halma (German for 'Star Halma') and later renamed upon marketing to the United States to appear more exotic. The name is misleading, since the game has no historical connection with China, nor is it a checkers game.


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.

Some sites implement a rule variation stating that a player automatically loses if they still have a piece in their start region after a certain number of moves (typically 30 for the 8x8 game, 50 for the 10x10 game). Fast-advancing players occasionally attempt to blockade an opposing piece, but this tactic can backfire if the other player is aware of it. In non-electronic versions, the number of moves is not normally counted.

Basic strategy and tactics

In comparison with many board games, Halma has a beginning, a middle, and an end. The beginning (before opposing pieces come into contact) is usually a set-piece battle, with players setting up their favoured openings. The middle (when opposing pieces are blocking or jumping each other) is usually characterised by opportunistic play; 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. Players should also set up for the endgame (when opposing pieces have passed one another and must run for home), avoiding stragglers.


As with most board games, early control of the centre is a key tactic, as it provides additional mobility. Pieces can form a two-layer blocking wall, deflecting the opponent from the centre and forcing them into a longer trajectory; however, if the opponent builds an adjacent wall, then the first player to disband his wall usually suffers a strategic disadvantage.

It is important to understand that paired pieces move faster than single pieces in the endgame. This means that a player with a pair of 'leapfrogging' pieces has an advantage over a player with two individual stragglers.

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.

Notable appearances in popular culture

Halma Game Board

  • Talking Halma pieces featured in the Rupert the Bear story 'Rupert and the Jumping Men,' Rupert Annual 1976.
  • In E. Nesbit's The Magic City, the land of Somnolentia is inhabited by Halma people.
  • Mervyn Peake twice compares distant people to halma pieces, in his novels Mr Pye and Titus Groan.
  • Paul Jennings described the hilarious results of his attempt to decipher the rules of the game from a set of instructions in German in his article 'How to Spiel Halma'.
  • Eleanor Farjeon talks about playing Halma in her autobiography A Nursery in the Nineties, and about using black, white and red Halma pieces to enact a Christmas Eve ritual game in which imaginary characters try to climb a mountain made of Anchor Stone Blocks.