Chaattam

Also called Jumping Jackals · abstract strategy · 2 players

An abstract strategy game built on one movement: a peg crossing between two others. Jump over discs, sabotage your opponent, and be the last one standing.

Board game

Game design

Game mechanics

Line drawing of the Chaattam board on crumpled paper, with dark and light pegs among the discs

Gameplay

The MDF prototype from above: a hexagon of triangles, wooden discs on every inner line, and dark and white pegs

Design process

Three tissue paper balls

My first plan was a Formula 1 board game, car-shaped pegs racing round a circuit on dice rolls. I dropped it because the dice did the playing. Players had almost no say in what happened, and it felt passive.

So I started looking at movement with more thought in it, like the knight and the queen in chess. And an answer turned up. Playing with three small tissue paper balls, I moved one between the other two to make a triangle, and each ball could take its turn doing the same.

That crossing became the whole game. I tried shapes until a hexagon of equilateral triangles fit it, put the balls on the corners as pieces, and placed discs along the lines between them so every crossing has something to jump.

The core move: a peg crosses between two others, over the disc on the line they make, and takes it.

The first sketch: a hexagon drawn inside a circle, with paper ball pegs
A cleaner hand-drawn grid, discs cut from paper
The board cut in MDF, with painted pegs

Rules

Last one standing

Discs aren't points. They show which paths are still open, and every jump closes one. You win by leaving your opponent with nowhere to go.

Starting setup: both players begin close together near the centre.

Setup

• The board is a hexagon made of 54 equilateral triangles.

• Discs sit on every inner line, never on the outer edge.

• Each player has five pegs: three start near the centre, two wait in reserve.

Movement

• Jump one of your pegs over a disc, along the line made by two other pegs. They can be yours or your opponent's.

• Take the disc and land just beyond it.

• You can never land on your opponent's peg.

Reserve pegs

• Instead of moving, place a reserve peg anywhere on the board.

• Placing a peg ends your turn.

End

• The game ends when a player has no legal move left. The other player wins.

Iterations

Finding the right board

Four rounds of paper prototypes and seven playtests, each one fixing what the last one showed.

01

24 triangles

A hand-drawn board, pegs rolled from sticky notes, paper discs. Jump only between two pegs of your own colour; whoever takes the most discs wins.

Playtest

Whoever reached the centre first almost always won.

Next

Make the board bigger.

02

96 triangles

Same rules on a board four times the size, to open up the middle.

Playtest

Too big. Players took ages to reach each other, and long stretches had no interaction at all.

Next

Shrink it to 54.

03

54 triangles

The middle ground. Players could finally think a few moves ahead.

Playtest

No clear goal: capture discs or trap your opponent? Too few pegs, too few choices.

Next

Tie the goal to the movement.

04

54 + reserve pegs

Two reserve pegs each, placed anywhere, and jumps can use your opponent's pegs too.

Playtest

Interaction jumped, but mostly late in the game.

Next

Make surviving the goal, and start in the centre.

Playtesting

Watching people play

Each version went to classmates and new players for playtesting, and their feedback shaped it into the final prototype.

Classmates playtesting the 96-triangle paper board
Two players leaning over the board during playtest 7
A close playtest on the MDF board
Two players at the MDF prototype, one thinking with his chin on his hand
Overhead view of a game in progress on the MDF board
Two players mid-game on the MDF prototype
The MDF prototype from above, with painted dark and white pegs

Prototype 1

Built in MDF

For the first proper prototype I cut the board and pieces from MDF and painted the pegs, so it could survive a lot of games.

Start in the centre

Both players begin near the middle, so they meet from the first moves.

Survive, don't collect

The goal moved from collecting discs to sabotaging your opponent and staying on the board longest.

Discs as paths

Discs became pure signals of where you can and can't move, no longer something to score.

Current stage

What players expect

New players still try to collect the discs, even though they only mark paths now. If collecting were the goal, there'd be a deeper problem: only one disc can be taken per turn, so both players end up with about the same number, and the score stops meaning anything.

Ways forward

01

Give it a theme

Players are jackals and the discs are sheep, so jumping one is a hunt with a story.

02

Two-coloured discs

A jumped disc flips to the jumper's colour, turning capture into territory.

03

Keep it as it is

The discs already do one clear job: showing the open paths.

Pencil sketch of two hands playing on the Chaattam board

At a glance

Evolution

Version

Triangles

Key change

What we found

Iteration 1

24

Same-colour jumps, most discs wins

The centre decides the game

Iteration 2

96

Same rules, bigger board

Slow, little interaction

Iteration 3

54

Balanced size

No clear goal, too few pegs

Iteration 4

54

Reserve pegs, jump with opponent's pegs

Interaction only late

Prototype 1

54

Centre start, survival goal, discs as paths

Players still want to collect

Reflection

One move, many games

Working on Chaattam taught me how simple rules and mechanics can create interesting strategic decisions. I learned how important it is to balance gameplay, encourage players to think ahead, and make the experience engaging without making the rules too complicated.

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