Setup and opening position
All twelve houses begin with four seeds, for forty-eight in total. You own the first six houses and the computer owns the opposite six; captured seeds are scored off the board.
Reach a decisive captured-seed majority or finish with the larger score when no legal feeding move remains and the uncaptured seeds are collected.
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Reach a decisive captured-seed majority or finish with the larger score when no legal feeding move remains and the uncaptured seeds are collected.
Complete guide
Oware is a complete browser implementation with its own versioned rules profile. Sow and capture on a two-by-six mancala board while preserving the opponent's right to receive and play seeds.
All twelve houses begin with four seeds, for forty-eight in total. You own the first six houses and the computer owns the opposite six; captured seeds are scored off the board.
Sow every seed from one of your houses around the twelve-house ring, skipping the origin on a full lap. Capture backward on the opponent's side from houses ending with two or three seeds, unless that would starve every opposing house; if the opponent is empty, you must feed it when possible.
Reach a decisive captured-seed majority or finish with the larger score when no legal feeding move remains and the uncaptured seeds are collected. With few seeds circulating, calculate the full sowing lap and the forced response before moving; a single feed can decide who receives the final capture sequence.
Track the landing count into enemy territory, prepare chains of two- and three-seed houses, and keep at least one feeding move available instead of pursuing a short capture that freezes the board. A backward capture that appears to sweep the opponent's row is cancelled when it would leave that side with no seed, so plan around the anti-starvation rule.
Reach a decisive captured-seed majority or finish with the larger score when no legal feeding move remains and the uncaptured seeds are collected.
Sow every seed from one of your houses around the twelve-house ring, skipping the origin on a full lap. Capture backward on the opponent's side from houses ending with two or three seeds, unless that would starve every opposing house; if the opponent is empty, you must feed it when possible.
Track the landing count into enemy territory, prepare chains of two- and three-seed houses, and keep at least one feeding move available instead of pursuing a short capture that freezes the board.