Marble Jump is peg solitaire: marbles sit on holes, and you jump one marble over an immediate neighbour into an empty hole two steps away in a straight line. The jumped marble is removed. The classic goal is to leave a single marble, often in the centre, but individual levels may set different shapes and starting counts.
Tap a marble to select it; valid landing holes glow. Tap a glowing hole to jump. Undo reverses the last jump. The level map lists boards by tier, and the daily puzzle offers a new layout each day.
Worked example
On a line of three holes with marbles on the ends and the middle empty, there is no jump yet. Add a fourth hole with a marble two steps from the gap and a marble between them; jumping the middle marble into the far gap removes the centre piece and opens a chain. Sequences like this—clearing interior pegs to open longer runs—repeat on larger boards.
Strategy tips
Clear the rim. Marbles on the outer ring have fewer directions to jump. Removing them early creates long interior corridors.
Avoid isolating holes. A lone empty hole surrounded by marbles with no two-step landing spot can stall the board. Try to keep empty cells connected in a line or cluster.
Plan the last marble. If the level wants one marble in a specific cup, work backward: the final jump must land there, which tells you which peg must still be alive one move earlier.
Sound can be toggled from the toolbar. Progress saves on this device so you can return to unfinished levels later.
Cross-shaped boards add diagonal lines; treat them like extra highways for long jumps. Clearing marbles from the arms often frees the centre for the final hops toward the goal cup.
If a level allows more than one marble to remain, read the win banner carefully—some boards celebrate any small leftover count, while others still prefer a single marble in the marked hole.