Oware is the best-known mancala game in the world and one of the oldest games still played competitively anywhere. This is the Abapa version — the one Ghanaian tournaments use — against five machines, or against another person in a live conversation where you can see them counting.
Play it now ▸ — solo against the machine for the highscore board, or 1 on 1 with somebody on the network.
The Akan game of Ghana, in the form played in tournaments. Sow your row, count the circuit, and take the pits you land on — five machines are waiting on the board.
Oware is the Akan game of Ghana and Côte d’Ivoire, and it is the most widely played member of the mancala family — a family that runs from Ethiopia to Indonesia and takes in Omweso, Bao, Congkak and several hundred others. The name is usually given as “oware”; the same game travelled with the Atlantic slave trade and is played in the Caribbean as Warri or Awari, and in Suriname as Awari.
What separates Oware from most of the family is that it is a serious competitive game with a settled tournament ruleset. The Abapa version — the one on this board — is the form used in organised play, and it is deliberately the stricter one: a grand slam is legal but forfeits its capture, and a player facing an empty enemy row is obliged to feed it. Casual house rules usually drop both, and the game gets much shallower when they do.
It is also one of the few traditional board games to have been solved. In 2003 John Romein and Henri Bal computed the full game tree from a 178-gigabyte endgame database and showed that Oware with perfect play from both sides is a draw. That is a long way beyond anything a browser can search — but it is the reason a draw against the hardest machine here is scored as a real result rather than a near miss.
The first thing to learn is to count the circuit. Every move is fully determined once you pick the pit — there is no hidden information and no luck — so the entire skill is seeing where the last seed lands, both for your move and for every reply. A pit holding one or two seeds is one seed away from being captured, and this board draws a warning ring round every such pit for exactly that reason.
The second is that you must sow. Unlike chess you are never allowed to pass, and every legal move hands seeds to your opponent. Positions where all six of your options make things worse are completely normal, so the question is rarely “what is the best move” and much more often “which of these is the least bad”, and how to arrange the row so that you have a good one available two turns from now.
The third is accumulation. A pit with twelve or more seeds laps the whole board when it is sown, dropping a seed into every other pit — including a seed into each of your opponent’s, which can set up a chain of captures at a moment of your choosing. Building one is slow and it advertises itself, but a well-timed lap can take eight or ten seeds at once and simply end the game.
And late on, count what is left. Once fewer than a dozen seeds are in play the game becomes an exercise in starvation: you are trying to leave your opponent with nothing to move while keeping your own row alive, and the must-feed rule turns that into a genuine squeeze.
Mancala is the family; Oware is one game in it. “Mancala” covers several hundred sowing games played across Africa, the Middle East, South Asia and the Caribbean — Kalah, Bao, Omweso, Congkak and many more. Oware is the Akan game of Ghana, and it is the one most people mean when they say they play mancala competitively. If you learned a version with a large store pit at each end where captured seeds sit, that is almost certainly Kalah, an American commercial variant from the 1940s.
Your last seed has to land in one of your opponent’s pits and leave it holding exactly two or three seeds. You take those. Then you walk backwards along their row: each preceding pit that also holds exactly two or three is captured as well, and the chain stops at the first pit that does not qualify. You never capture from your own side, and you never capture on a landing that leaves a pit at one, or at four or more.
The move is allowed, but you do not get the seeds — they stay on the board. This is the grand slam rule in the Abapa ruleset, and it exists so that a game cannot be won by leaving the other player with no legal move at all. Some casual rulesets forbid the move outright and others allow the capture; this board follows the tournament version, which permits the move and forfeits the take.
Yes. Choose Oware as your game and search for an opponent, and you queue on Oware as your topic — the next person looking for the same game lands in a conversation with you and the board opens between you. You are on video while you play unless you turn your camera off, which is rather the point: it is a game to talk over.
There are five, on the same ladder as every other board here: PROBE, DRONE, SENTINEL, WARDEN and OVERMIND. The bottom rung looks one move ahead and will feed you seeds; the top rung searches around twelve moves deep, never makes a deliberate mistake, and will punish a loose row immediately. Beating any of them puts that machine on the highscore board, and only your hardest win counts. Because perfect Oware is a draw, holding OVERMIND to a draw scores half a win — which is worth more than beating the machine below it.
No. It runs in the browser, it is free, and it works on a phone. You need an account to record a run on the highscore board or to play another person, because both of those attach a result to somebody.
Pong, Tetris, Chess, Draughts and Snake. All of them play the same two ways: against a machine or against a person.