Read the board

A legal jump is not always a useful jump.

A highlighted landing means the move follows the rules. It does not mean the remaining board can be solved. Before you move, look for the next pair of pegs: one to jump with, and one to jump over. A lonely peg with no neighbouring partner cannot move until another peg reaches it.

When no jumps remain and more than one peg is left, use Undo. You do not need to restart after every wrong turn. Compare the board before and after the last move and ask which peg you isolated. This gives each attempt a purpose beyond remembering a sequence.

One warm-up, two routes.

The six-hole warm-up starts with pegs in holes 2, 3, 5 and 6. The holes are numbered from the top, left to right in each row. Start by jumping 6 over 3 into 1. Then jump 1 over 2 into 4. Finally, jump 4 over 5 into 6. The count falls from four pegs to three, two, and one.

Replay it using the other first landing: jump 6 over 5 into 4, then 4 over 2 into 1, and finally 1 over 3 into 6. Both routes solve this warm-up. Once you can explain them, choose Classic and explore why some legal jumps leave the larger board without a one-peg finish.

What the hint actually checks.

Show a hint searches the current board for a sequence ending with one peg. If it finds one, it selects the first peg and names the jump. It does not play the jump for you or hide a required move behind an ad. A hint is one possible solution; another first move may also work.

If no one-peg finish exists from your current position, the hint says so. It does not offer an arbitrary legal jump and call the board solvable. Undo a move and try again. On a solved board, it simply confirms that one peg is the goal.

Practice here. Use the idea in the game.

This is DelionPlay’s own browser practice tool for the traditional peg-solitaire rules, with independently written code and numbered board graphics. It does not load a third-party game package or reuse a catalog game’s artwork, sound, or level collection. The six-hole warm-up also illustrates the opening moves in our Triangles play guide.

Its three practice challenges are separate from the catalog game’s thirty-level progression. Playing here does not unlock those levels or transfer a save. The board is kept only while this page stays open; reloading resets it. To compare the original player’s controls and completion records, read the guide before changing your usual game address.

Try a useful next step.

Solve the warm-up once without a hint. On Classic, make three jumps and check whether a finish still exists. If it does, examine the suggested move before using it. If it does not, undo until you find the point where the board becomes solvable again.

For a control or layout problem, use player support and tell us the challenge name, browser, and the two numbered holes you selected. We do not need your account password, a storage export, or a device identifier to understand a board move.