A board game for two players
Mancala refers to a group of turn-based strategy board games played by two people using small stones, beans, or seeds placed in rows of holes or pits. The goal is typically to capture all or part of your opponent's pieces. (Source: Wikipedia).
The mancala family includes many games, such as oware, bao, and omweso.
This is an implementation of several mancala games—kalah, oware, and congkak.
The game includes a board and a set of seeds or counters. Each side of the board has six small pits, called houses, plus a larger pit at each end known as an end zone or store. The goal is to collect more seeds than your opponent.
Kalah rules:
1. At the start, four to six seeds are placed in each house.
2. Each player controls the six houses and seeds on their side of the board. The score is based on the seeds in the store to the player's right.
3. On each turn, a player takes all seeds from one of their houses. Moving counter-clockwise, they drop one seed into each subsequent house—excluding the opponent's store—including their own store if applicable.
4. When the final seed lands in an empty house on the player's side and the opposing house has seeds, both that seed and the opponent's seeds from the opposite house are captured and placed into the player's store.
5. Landing the final seed in the player's store grants an extra turn. There is no limit to how many moves a player can make in one turn.
6. The game ends when one player has no seeds left in their houses. The opponent then collects all remaining seeds into their store, and the player with the most seeds wins.
Oware rules:
1. Four to six seeds are placed in each house at the beginning. Players control the six houses on their side, and their score is the number of seeds in their right-hand store.
2. On a turn, a player picks up all seeds from one of their houses and sows them one by one in the following houses counter-clockwise, skipping the starting house and any scoring houses. If the starting house has 12 or more seeds, it is skipped, and the 12th seed goes into the next house.
3. A capture occurs when a player's final seed makes an opponent's house total exactly two or three seeds. All seeds in that house are captured, and if previous moves in the same turn also brought other opponent houses to two or three seeds, those are captured too, continuing until a non-qualifying or non-opponent house is met. Captured seeds go into the player's scoring house.
4. If all of an opponent's houses are empty, the current player must choose a move that gives seeds to the opponent. If this is not possible, they capture all seeds on their side, ending the game.
5. The game ends when a player captures over half of the total seeds, or when both players capture an equal half (resulting in a draw).
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