LEARNING CENTRE

Peg Solitaire: keep a route to the final jump

Learn to verify a jump, track what each jump removes, and look beyond the next available move. In the small playable studies, compare a checked finishing sequence with alternatives that strand pegs. The useful question is what the remaining pegs can still do together.

Start the first studyPlay the regular game

The rules in this version

Playfield's classic version uses a full five-by-five grid of holes, not the traditional cross-shaped board. Jump one peg horizontally or vertically over exactly one adjacent peg into the empty hole immediately beyond. The jumped peg is removed. Finish with exactly one peg anywhere on the board; the classic version does not require a centre finish. Diagonal jumps and jumps over longer runs are not allowed.

Four decisions to understand

Two practice collections

What the evidence establishes

Every classic jump removes exactly one peg, so a successful finish from N pegs uses N minus 1 jumps. That arithmetic does not prove a successful sequence exists. An available continuation is not proof of eventual solvability. Exact winning or losing claims require a complete checked sequence or exhaustive search of the stated position. The live generator uses reverse jumps to build reachable layouts, but a poor forward choice can still strand the pegs.

Each technique has two playable starting positions. The collection and print links reuse those same studies, so a lesson, a practice page and a printed sheet do not count as three different puzzles.

Playfield Arcade · Updated 3 October 2026 · AI-assisted writing and code; examples checked against the local game rules. Our method · Report a correction

DECISION LAB

One peg anywhere is possible. One peg in the centre is not.

Separate the actual winning condition from a familiar extra condition, then enumerate every reachable finishing hole.

Test your prediction and follow the evidence →