Why the last Mancala seed decides the turn
Published
On this browser the game page is set to United States (Kalah).
The buttons on the game page choose United States (Kalah), West Africa (Oware), or Turkey (Mangala). This browser remembers the choice. Online matches always use Kalah. The steps below are the ones the board uses.
This is the rule on your game page.
United States (Kalah)
This is one subject: you pick up a bowl, and the bowl where the last seed lands decides whether you play again, capture, or simply stop. This edition is Kalah with six bowls a side and four seeds in each. There is no pie-rule swap of sides after the first move.
1. Sow counterclockwise and skip their store
Choose a bowl on your side that has seeds. Lift all of them and drop one into each next bowl, moving counterclockwise. Your own store receives a seed when the sow passes it. The opponent’s store is skipped. You cannot start from the opponent’s bowls or from a store.
2. The last seed is an extra turn or a capture
If the last seed lands in your store, you play again. If it lands in an empty bowl on your side, and the opposite bowl has seeds, you capture: the last seed and the opposite seeds go into your store. If that opposite bowl is empty, nothing is captured. Landing in the opponent’s bowls does not capture.
3. An empty side ends the sowing
When every bowl on one side is empty, the seeds still sitting on the other side go into that other side’s store, their owner’s store. The larger store wins. Equal stores draw. South sows first in a new game on this page.
Examples on this board
- One seed next to your store. The bowl immediately before your store holds one seed and you choose it. That seed drops into your store. You take another turn. Choosing a heavier bowl farther away would have walked past the store and ended in a different bowl.
- A capture. An empty bowl on your side sits opposite a bowl with three seeds. You sow so the last seed falls into that empty bowl. Your store receives that last seed plus the three from across the board. The opposite bowl is left empty.
- The opposite bowl is empty. The last seed still lands in an empty bowl of yours, but the bowl across from it has no seeds. You do not capture. The last seed stays where it landed, and the turn passes.
- Their store is not a hole you fill. A long sow reaches the far end, passes your store, and continues up the opponent’s side. It does not drop a seed into the opponent’s store. The count of steps skips that store, so the landing bowl is one farther on than a player who counts every pit will expect.
- The ending sweep, and a quiet queue. Your six bowls are empty and North still has seeds. Those remaining seeds go into North’s store, not into yours, and the stores are compared. If you had been in the public queue instead of playing, about ten seconds with no other person starts a computer game. The computer uses this same Kalah, with no pie rule.
Why it matters
The biggest bowl is the obvious grab, and it is often the wrong one. A single seed that ends in your store is another whole turn. A last seed that ends opposite a full bowl is a capture. A last seed that ends anywhere else is just a moved pile. Counting only the size of the bowl hides which of those three endings you are choosing.
The date is the day this was checked against the live Kalah board: six and four, no pie rule, and the about-ten-second computer game when the random queue is empty.
Closing
Count the landing of the last seed before you pick the bowl up. Take the extra turn when it is there, capture only when the opposite bowl is occupied, and expect the other side’s leftover seeds to stay with their owner at the end. An empty queue becomes the computer after about ten seconds. The about page says what the site is. The privacy page says what it stores.
This is the rule on your game page.
West Africa (Oware)
1. Sow around the bowls, not into a store
Six bowls on each side start with four seeds. Stores start empty and only hold captured seeds. Pick up every seed in one of your bowls and drop one seed into each next bowl, counterclockwise. Do not drop a seed into either store. If the bowl had 12 or more seeds, do not drop a seed back into the bowl you started from.
2. Capture 2 or 3, and never a grand slam
If the last seed lands in an opponent bowl and that bowl then holds exactly 2 or 3, those seeds go to your store. Keep moving backward through the opponent bowls and take each one that also holds exactly 2 or 3. Stop when a bowl holds another number. If the capture would take every seed the opponent has on the board, take nothing: the move still counts. You do not get another turn.
3. The game ends on 25, or when someone cannot move
If a store reaches 25 seeds, the game ends at once. It also ends when the player whose turn it is has no seeds in their six bowls. The player with more seeds in their store wins. Equal stores draw. Seeds still sitting in bowls are not added to either store.
This is the rule on your game page.
Turkey (Mangala)
These steps follow the Turkish school tournament sheet: six bowls, four seeds, and a store on each side.
1. Leave one, unless the bowl has a single seed
If you choose a bowl with two or more seeds, leave one seed there and sow the rest counterclockwise, one per bowl, including your store and skipping the opponent store. If you choose a bowl with one seed, move that one seed into the next bowl only, and the turn passes even if that next bowl is your store.
2. The last seed can give a turn or a capture
On a sow of two or more, if the last seed lands in your store, you play again. A single seed moved into your store does not give another turn. If the last seed lands in an opponent bowl and the number there becomes even (2, 4, 6, and so on), take every seed in that bowl, including the one you just dropped. If the last seed lands in an empty bowl on your side and the bowl directly opposite has any seeds at all, take the opposite seeds and the one seed you just placed. If the opposite bowl is empty, leave your seed where it landed. The school sheet does not ask the opposite bowl to be even.
3. The side that empties first takes what is left
When every bowl on one side is empty, the game ends. The player whose side emptied takes the seeds still sitting on the other side and puts them in their own store. The larger store wins. Equal stores draw.