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Puzzles

Peg Solitaire

Jump, capture, and leave just one marble.

Classic solitaire on the English (33 holes) or European (37 holes) board, with generated layouts that are guaranteed solvable and a solver that shows you the way.

Players
1 player
Length
5 to 20 min
  • Solo
Play Peg Solitaire

15 days of full access, no account · No download

Peg Solitaire preview

How to play

Goal of the game

Remove the marbles one by one until only a single marble is left on the board. At Diabolical level, that last marble must finish on the square marked with a golden ring.

How it works

  • A marble jumps over a neighbouring one (horizontally or vertically, never diagonally) to land in the empty hole just behind it.
  • The jumped marble is captured and rolls into the board's gutter.
  • The game stops when no more jumps are possible.
  • A sequence of jumps made by the same marble counts as a single move: that is how experts measure themselves.

Controls

  • Tap a marble, then the destination hole (the possible destinations light up), or drag the marble.
  • Tap an empty hole directly: if only one jump can lead there, it is played.
  • Keyboard: arrow keys to move the cursor, Space to pick the marble then the destination.

Levels

  • Easy, Medium, Hard: layouts of 8, 13 and 19 marbles created by reverse play (jumps played backwards from a single marble), so they can always be solved; their difficulty is measured over thousands of random games.
  • Expert: full board, with a starting hole drawn at random among those that allow finishing with a single marble.
  • Diabolical: full board and an imposed finishing square, like the famous central problem of the English board.
Tip: avoid leaving isolated marbles far from the others, and empty the arms of the cross first. On the European board, the central starting hole does not allow you to finish with a single marble: that is a theorem, not a flaw!

About the AI

The solver explores the tree of jumps depth-first, remembering every losing position, identified up to its symmetries (rotations and reflections of the board), and orders the jumps to avoid isolated marbles. Colouring invariants modulo 2 and 3 prune positions that can no longer lead to a single marble. A hint tells you whether you are still on a winning path, and if not, how many jumps to undo.

Records are only recognised without hints or AI help.

Difficulty levels

  1. EasyAn 8-marble layout, generated by reverse play.
  2. MediumA 13-marble layout: a few traps.
  3. HardA 19-marble layout: few winning paths.
  4. ExpertFull board, starting hole picked at random.
  5. DiabolicalFull board: the last marble must finish on the marked square.

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