Mancala
Mancala is played on a board of two rows of six pits with a store at each end, four seeds in every pit. On your turn, lift all the seeds from one of your pits and sow them one per pit counter-clockwise, into your own store but never your opponent's. Last seed in your store: go again. Last seed in an empty pit of yours: capture the pit opposite. When a side runs out, the most seeds wins.
New game sets four seeds in every pit with you moving first — both can be changed, along with the opponent and the sowing speed, in the ⋯ menu. Click one of your six pits, or choose one with the Left and Right arrow keys and press Enter, to sow it; hovering or focusing a pit shows where its last seed will land before you commit.
Your statistics · Medium
- Played
- 0
- Won
- 0
- Win rate
- 0%
- Streak
- 0
- Best streak
- 0
- Best time
- —
- Most seeds
- —
Looks four sowings ahead, extra turns included, and counts only the stores.
Keyboard
- Left / Right
- Choose a pit
- Enter / Space
- Sow it
- 1 – 6
- Sow a pit directly
- S
- Skip the animation
- N
- New game
- F
- Full screen
- Board
- 2 rows of 6 pits, 2 stores
- Seeds
- 48 — 4 in each pit
- Extra turn
- Last seed in your store
- Opponent
- Easy, Medium or Hard
How do you play mancala?
The board has two rows of six pits and a larger store at each end. The six pits on your side are yours, and so is the store to your right; the computer owns the other row and the store at the far end. Every pit starts with 4 seeds, so 48 are in play and each side begins with 24.
A turn is a single choice: pick one of your pits that has seeds in it. Lift all of them and sow them one at a time into the following pits, counter-clockwise — along your row towards your store, into your store, then along the opponent's row. You drop a seed in your own store as you pass it, but the opponent's store is skipped, so a big pit that runs all the way round never feeds your opponent's score.
Where the last seed lands decides what happens next. In your own store, you move again. In an empty pit on your side, you may capture. Anywhere else, the turn passes. There is no choosing how many seeds to sow and no choosing a direction: the pit you pick decides everything, which is why the game rewards counting before you touch anything.
When do you get an extra turn or capture seeds?
| Last seed lands in | What happens |
|---|---|
| Your store | You take another turn straight away |
| An empty pit of yours, with seeds opposite | Capture: that seed and the whole opposite pit go to your store |
| An empty pit of yours, with nothing opposite | Nothing is captured; the seed stays and the turn passes |
| A pit of yours that already had seeds | The turn passes |
| Any pit on your opponent's side | The turn passes |
Extra turns chain. A pit holding exactly as many seeds as it is steps from your store — one seed in the pit next to the store, two in the pit beside that, and so on — ends in the store, and if several of your pits are primed like that you can take them one after another. Play the one nearest your store first: sowing a pit further away drops a seed into the nearer one and spoils its count.
"Empty" means empty when the last seed arrives. A pit holding 13 seeds goes exactly once round the board — six of your pits, your store and six of your opponent's — and its last seed lands back in the pit it came from, which you have just emptied. The pit opposite has collected a seed on the way round, so a 13-seed pit always captures. With 14 or more, the pit you land in has already been sown into on the lap, so it is not empty and nothing is taken.
How does a game of mancala end?
The moment all six pits on either side are empty, the game stops — it does not matter whose turn it would have been. Each player then banks every seed still sitting on their own side into their own store, and the stores are counted. More seeds wins; equal stores are a draw, 24 each in the standard game.
That sweep makes the ending a calculation of its own. Emptying your own side first hands your opponent everything left on theirs, so a player far behind in store can still win by running the other side dry while holding a full row. Once one store holds more than half of all the seeds — 25 of 48 — the result is settled, because a store never gives a seed back.
Is it better to move first in mancala?
Yes. The six-pit, four-seed game has been solved by exhaustive computer search, and with perfect play from both sides the player who moves first wins. You move first here by default; the ⋯ menu hands the first move to the computer instead, which is the harder way to play.
Part of the reason is visible from the very first move. With four seeds a pit, your third pit from the left is exactly four steps from your store, so its last seed lands in the store and you go again before your opponent has moved at all. Each seed setting has one such pit: the fourth with three seeds, the second with five, the first with six.
How does the computer opponent choose its move?
Every level searches the actual rules — extra turns included, so a chain of store landings is seen as the run of moves it is. Easy's random pits and the tie-breaks between equally good moves are drawn from the game's own number, not the clock; only Hard's thinking time is real time, so a faster device lets it look further.
| Level | Looks ahead | Judges a position by |
|---|---|---|
| Easy | 1 sowing; one move in three is a random pit | Seeds in the two stores |
| Medium | 4 sowings | Seeds in the two stores |
| Hard | Deeper and deeper for about 0.3 seconds a move | Stores, plus each side's seeds in play at a quarter of the weight |
Hard searches one sowing deeper at a time — 1, 2, 3 and on — keeps a table of the positions it has already scored, and tries the best move from each round first in the next. Near the end of a game the whole remaining tree fits in its budget, and then it is not estimating at all: it plays the rest of the game out exactly.
The test suite plays Medium and Hard against Easy 24 times each, 12 games moving first and 12 moving second. Medium won all 24. Hard, held to 4,000 positions a move — a small fraction of what it gets through in its real third of a second — also won all 24, by an average of 23 seeds.
Where does mancala come from?
Mancala is not one game but a family of hundreds, played across Africa, the Middle East and Asia and known as sowing or count-and-capture games. The name comes from the Arabic root naqala, "to move". Oware in West Africa, Bao in East Africa, Omweso in Uganda and Congkak in Malaysia and Indonesia are all members, with their own boards and their own capture rules.
The six-pit, four-seed rules on this page are a young branch of that family. They were devised in the United States in 1940 by William Julius Champion Jr., and they are the version most Western boxed sets teach — which is why, for many people, they simply are "mancala". It shares a shelf with backgammon as a race decided by counting, but there is no die anywhere in it: every outcome is fixed the moment you choose a pit.
How do you get better at mancala?
- Take the free turn at the startWith four seeds a pit, your third pit from the left ends exactly in your store, so sow it first and you move again before your opponent has touched the board. Every seed setting has one such opening pit.
- Chain store landings from the store outwardsWhen two or more of your pits would each end in your store, sow the one nearest the store first. Sowing a pit further away drops a seed into the nearer one, changes its count and throws away the second free turn.
- Look at your opponent's empty pits before you moveAn empty pit on their side with a pile of yours directly opposite is a capture waiting to happen. Move the pile, or sow a seed into that empty pit so it is no longer empty, before your opponent gets there.
- Grow a pit to thirteenThirteen seeds lap the board exactly and land back in the pit they came from, which is empty by then, while the pit opposite has just been given a seed. It is a capture your opponent can only stop by sowing into that pit and pushing it past thirteen.
- Count the sweep before the endWhen one side runs dry, the other player keeps everything left on their own row. Before emptying your side, add your store to what your opponent will bank from theirs — running out first can hand them the game.
Mancala questions people ask
- Do you put a seed in your opponent's store in mancala?
- No. You sow into your own store as you pass it, but your opponent's store is skipped entirely, so even a pit that goes all the way round the board never adds to your opponent's score.
- What happens if the pit opposite is empty when you land in an empty pit?
- Nothing is captured. Under the rules most Western sets use, a capture needs seeds in the opposite pit, so the last seed simply stays in your pit and the turn passes to your opponent.
- What happens to the seeds left on the board at the end?
- The game ends as soon as either row is empty, and each player then moves every seed left on their own side into their own store. Only then are the two stores counted.
- How many seeds does each player start with?
- Twenty-four: four in each of your six pits, with both stores empty. The ⋯ menu also offers three, five or six seeds a pit, which makes 36, 60 or 72 seeds in play.
- Can you take several extra turns in a row?
- Yes, as many as the board allows. Every time your last seed lands in your own store you sow again, and a well-prepared row can chain several turns before your opponent moves.
- Can a mancala game end in a draw?
- Yes. If both stores hold the same number of seeds once the last seeds are banked — 24 each in the standard four-seed game — the game is drawn.
The rules in six lines
- 1Set out the seedsPut four seeds in each of the twelve pits and leave both stores empty. Your six pits are the row nearest you, and your store is the one on your right.
- 2Sow one of your pitsLift every seed from one of your own pits and drop them one at a time into the following pits counter-clockwise, including your store but skipping your opponent's.
- 3Last seed in your store: go againIf the final seed lands in your own store you take another turn at once, and store landings can chain one after another.
- 4Last seed in an empty pit of yours: captureIf the final seed lands in an empty pit on your side and the pit opposite holds seeds, both that seed and the opposite pit go into your store.
- 5Big pits lap the boardA pit with thirteen or more seeds goes all the way round, sowing back into the pit it came from; your opponent's store is still skipped.
- 6Count the stores when a side runs outWhen all six pits on either side are empty, each player banks the seeds left on their own side. The bigger store wins; equal stores are a draw.
The long version, with worked examples and the questions beginners actually ask, is on how to play mancala.
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