Mancala games are a fascinating family of two-player, turn-based strategy board games that have been enjoyed for centuries. These games are typically played with small stones, beans, or seeds and involve rows of holes or pits in the earth, on a board, or another playing surface. The objective of these games is to strategically capture all or some set of the opponent's pieces. Within the mancala family, you'll find a variety of games such as oware, bao, omweso, and more. This article focuses on the implementation of several mancala games, including kalah, oware, and congkak, providing a comprehensive guide to their rules and gameplay.
Each game comes with a board featuring 6 small pits, known as houses, on each side, and a large pit, referred to as an end zone or store, at each end. The aim is to capture more seeds than your opponent. Let's delve into the specific rules for kalah and oware.
Kalah Rules:
1. **Setup**: At the beginning of the game, four (or five to six) seeds are placed in each house.
2. **Control and Scoring**: Each player controls the six houses and their seeds on their side of the board. The player's score is determined by the number of seeds in the store to their right.
3. **Sowing Seeds**: Players take turns sowing their seeds. On a turn, a player removes all seeds from one of their houses and, moving counter-clockwise, drops one seed in each house, including their own store but not their opponent's.
4. **Capturing**: If the last sown seed lands in an empty house owned by the player, and the opposite house contains seeds, both the last seed and the opposite seeds are captured and placed into the player's store.
5. **Additional Moves**: If the last sown seed lands in the player's store, the player gets an additional move. There is no limit on the number of moves a player can make in their turn.
6. **Game End**: When one player no longer has any seeds in any of their houses, the game ends. The other player moves all remaining seeds to their store, and the player with the most seeds in their store wins.
Oware Rules:
1. **Setup**: At the beginning of the game, four (or five or six) seeds are placed in each house. Each player controls the six houses and their seeds on their side of the board. The player's score is the number of seeds in the store to their right.
2. **Sowing**: On a player's turn, they remove all seeds from one of their houses and distribute them counter-clockwise, dropping one seed in each house. Seeds are not distributed into the end scoring houses or the house from which they were taken. If a house contained 12 or more seeds, it is skipped, and the twelfth seed is placed in the next house.
3. **Capturing**: Capturing occurs when a player brings the count of an opponent's house to exactly two or three with the final seed sown in that turn. This captures the seeds in the corresponding house and possibly more if the previous-to-last seed also brought an opponent's house to two or three. The captured seeds are placed in the player's scoring house.
4. **Opponent's Empty Houses**: If an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. If no such move is possible, the current player captures all seeds in their own territory, ending the game.
5. **Game End**: The game is over when one player has captured more than half of the seeds, or each player has taken half of the seeds, resulting in a draw.
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