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Mancala



         


Mancala is a family of board games played around the world, sometimes called sowing games or count and capture games, which comes from the general gameplay. The best known games of this family are Oware, Kalah, Omweso, and Bao. Mancala games play a role in many African and some Asian societies comparable to that of chess in the West.

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Names

People unfamiliar with mancala commonly assume there is a particular game with the name Mancala. This perception is not helped by marketing which often fails to differentiate variations or gives meaningless names like "Ethiopian" or "Nigerian". Even names which are rightly associated with certain games, such as "Awari", are frequently lifted and applied to different games.

In fact, the name mancala is the Arab name commonly given to several games of this type; the word literally means "to lose". This word is used in Syria, Lebanon, Egypt, Mombasa, the Democratic Republic of Congo, and Malawi, but is not consistently applied to any one game. In the West, "mancala" is often seen used as a generic name for the game "kalah". Research in English usually refers to "games in the mancala family" or "mancala games", rather than "mancala variants" which implies there is one main mancala game on which the others are based.

Adding to the confusion, widespread mancala games may go by different names in different regions, often with slight rules variations. Then, there are groups that give multiple games the same name; sometimes one is intended to be played by men, another by women. Historically, researchers have had difficulty separating the rules for games apart from strategic implications or favored setups, which has caused additional confusion over which games are distinct, or which names refer to the same game. Because of these considerations, and the fact that mancala games have reached the West from these multiple cultures, it is difficult to establish what names and rules, if any, are the "proper" ones.

The names of individual games often come from the equipment used; for instance, bao is the Swahili word meaning "board".

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General gameplay

Mancala games share a general gameplay sequence of sowing seeds one at a time from a hole, and capturing based on the state of the final hole. This leads to the English phrase "Count and Capture" sometimes used to describe the gameplay. Although the details differ greatly, this general sequence applies to all games.

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Equipment

Equipment is typically a board, constructed of various materials, with a series of holes arranged in rows, usually two or four. Some games are more often played with holes dug in the earth, or carved in stone. The holes may be referred to as "depressions", "pits", or "houses". Frequently, large holes on the ends of the board, called stores, are used for holding captured pieces. Playing pieces are seeds, beans, stones, or other small undifferentiated counters that are placed in and transferred about the holes during play. Board configurations vary among different games but also within variations of a given game; for example || || || || |} |- | align=center |Before sowing. |- ||

|- | align=center |After sowing. |}

At the beginning of a player's turn, they select a hole with seeds that will be sown around the board. This selection is often limited to holes on the current player's side of the board, as well as holes with a certain minimum number of seeds.

In a process known as sowing, all the seeds from a hole are dropped one-by-one into subsequent holes in a motion wrapping around the board. Sowing is an apt name for this activity, since not only are many games traditionally played with seeds, but placing seeds one at a time in different holes reflects the physical act of sowing. If the sowing action stops after dropping the last seed, the game is considered a single lap game.

Multiple laps or relay sowing is a frequent feature of mancala games, although not universal. When relay sowing, if the last seed during sowing lands in an occupied hole, all the contents of that hole, including the last sown seed, are immediately resown from the hole. The process usually continues until sowing ends in an empty hole.

Many games from the Indian subcontinent use Indian laps. These are like standard multilaps, but instead of continuing the movement with the contents of the last hole filled, a player continues with the next hole. An Indian lap move will then end when a lap ends just prior to an empty hole.

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Capturing

Depending on the last hole sown in a lap, a player may capture seeds from the board. The exact requirements for capture, as well as what is done with captured seeds, vary considerably among games. Typically, a capture requires sowing to end in a hole with a certain number of seeds, or ending across the board from seeds in specific configurations.

See also: List of mancala games

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History

The history of mancala is unclear. It probably arose in northern Africa or the middle east between 1000 and 3000 years ago. The similarity of some aspects of the game to agricultural activity and the absence of a need for specialized equipment present the intriguing possibility that it could date to the beginnings of civilization itself; however, there is little verifiable evidence that the game is older than about 1300 years.

Although the games existed in pockets in Europe -- it is recorded as being played as early as the 17th century by merchants in England -- it has never gained much popularity there. The USA has a larger mancala playing population, although many of these players are descendants of African slaves. Perhaps the unfamiliarity with mancala games in the west is in part due to historic prejudice against primitives; the assumption being that these games could not require any serious mental skill. The 1961 edition of anthropologists have not undertaken to explain how it happens that the universal game of primitive peoples is one of pure intellectual skill. Mancala is wholly mathematical, akin to the game of drawing pebbles from a pile in an endeavor to win the last, but so complex as to remain a real contest.

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Analysis

Sowing games can be analyzed using combinatorial game theory: see Jeff Erickson's article "Sowing Games" .

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