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Oware

Oware is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Oware rather than just read about it. In short: Oware is an abstract strategy game among the mancala family of board games (pit and pebble games) played worldwide with slight variations as to the layout of the game, number of players and strategy of play. Its origin is uncertain, but it is widely believed to be of Ashanti origin.

Oware — main illustration
Oware — illustration

Key takeaways

  • Oware belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Oware to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Oware from memory before moving on to harder problems.

Reference excerpt

Oware is an abstract strategy game among the mancala family of board games (pit and pebble games) played worldwide with slight variations as to the layout of the game, number of players and strategy of play. Its origin is uncertain, but it is widely believed to be of Ashanti origin. Played in the Bono Region, Bono East Region, Ahafo Region, Central Region, Western Region, Eastern Region, and Ashanti Region of Ghana as well as throughout the Caribbean, oware and its variants have many names - ayò, ayoayo (Yoruba), awalé (Ivory Coast, Benin), wari (Mali), ouri, ouril or uril (Cape Verde), warri (Caribbean), wali (Dagbani), adji (Ewe), nchọ/ókwè (Igbo), ise (Edo), awale (Ga) (meaning "spoons" in English). A common name in English is awari but one of the earliest Western scholars to study the game, Robert Sutherland Rattray, used the name wari.

Rules The following are the rules for the abapa variation, considered to be the most appropriate for serious, adult play.

Equipment The game requires an oware board and 48 seeds. A typical oware board has two straight rows of six pits, called "houses", and optionally one large "score" house at each end. Each player controls the six houses on their side of the board, and the score house on their end. The game begins with four seeds in each of the twelve smaller houses.

Boards may be elaborately carved or simple and functional; they may include a pedestal, or be hinged to fold lengthwise or crosswise and latch for portability and storage with the seeds inside. While most commonly located at either end, scoring houses may be placed elsewhere, and the rows do not need to be straight. When a board has a hinged cover like a diptych, the scoring houses may be carved into the two halves of the cover, and so be in front of the players during play. The ground may also be used as a board; players simply scoop two rows of pits out of the earth. In the Caribbean, the seeds are typically nickernuts, which are smooth and shiny. Beads and pebbles are also sometimes used. In the West, some cheaper sets use oval-shaped marbles. Some tourist sets use cowrie shells.

Objective The game starts with four seeds in each house. The objective of the game is to capture more seeds than one's opponent. Since the game has only 48 seeds, capturing 25 is sufficient to win the game. Since there is an even number of seeds, it is possible for the game to end in a draw, where each player has captured 24.

Sowing

Players take turns moving the seeds. On a turn, a player chooses one of the six houses under their control. The player removes all seeds from that house, and distributes them, dropping one in each house counter-clockwise from this house, in a process called sowing. Seeds are not distributed into the end scoring houses, nor into the house drawn from. The starting house is always left empty; if it contained 12 (or more) seeds, it is skipped, and the twelfth seed is placed in the next house. The diagram shows the result of sowing from house E.

Knowing the number of seeds in each house is, of course, important to game play. When there are many seeds in a house, sometimes enough to make a full lap of the board or more, they cannot easily be counted by eye, and their number is often guarded by the player who controls that house. This may be done by repeatedly moving the seeds in the house. A player may count the seeds when contemplating a move; in such cases the last few are usually counted in the hand to avoid revealing their number.

Capturing In Oware Abapa, capturing occurs only when a player brings the count of an opponent's house to exactly two or three with the final seed they sowed in that turn. This always captures the seeds in the corresponding house, and possibly more: If the previous-to-last seed also brought an opponent's house to two or three, these are captured as well, and so on until a house is reached which does not contain two or three seeds or does not belong to the opponent. The captured seeds are placed in the player's scoring house (or set aside if the board has no scoring houses). However, if a move would capture all of an opponent's seeds, the capture is forfeited since this would prevent the opponent from continuing the game, and the seeds are instead left on the board. (However, see discussion on Grand Slam variations below). In the adjacent diagram, the lower player would capture all the seeds in houses e, d, and c but not b (as it has four seeds) or a (since it is not contiguous to the other captured houses).

Let the opponent play The proscription against capturing all an opponent's seeds is related to a more general idea, that one ought to make a move that allows the opponent to continue playing. If an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. If no such move is possible, the current player captures all seeds in their own territory, ending the game.

Winning The game is over when one player has captured 25 or more seeds, or each player has taken 24 seeds (draw). If both players agree that the game has been reduced to an endless cycle, the game ends when each player has seeds in their holes and then each player captures the seeds on their side of the board.

Variations

"Grand slam" variations A grand slam is capturing all of an opponent's seeds in one turn. There are variations to the rule that applies, which may be one of the following:

Grand slam captures are not legal moves. Such a move is legal, but no capture results. International competitions often follow this rule. Grand slam captures are allowed, however, all remaining stones on the board are awarded to the opponent. Such a move is legal, but the last (or first) house is not captured. Various other rules also exist. Variations allowing Grand slams to end the game are strongly solved by Henri Bal and John Romein at the Vrije Universiteit in Amsterdam in 2002; either side can force a draw.

Other One commercial version was marketed in 1964 by 3M, as the board game Oh-Wah-Ree.

History and society

… excerpt ends here. Continue reading the full article.

Illustrations

Oware: A game of awale
A game of awale
Oware: Oware game variant. On this board players would sit left and right.
Oware game variant. On this board players would sit left and right.
Oware: A player sowing seeds
A player sowing seeds
Oware: Awalé with the shape of an elephant
Awalé with the shape of an elephant
Oware: Weight for weighing gold dust – Awele or Awari game
Weight for weighing gold dust – Awele or Awari game

Worked examples

Example 1 — a first encounter with Oware

Start with the simplest possible case. Write down what Oware claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Oware before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Oware ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Oware

In research
Oware appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Oware in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Oware is common in secondary-school and first-year university syllabi. It links to neighbouring topics Entertainment in Ghana, Solved games, Traditional mancala games, so understanding it makes those chapters shorter.
In everyday life
Look for Oware outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Oware in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Oware means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Oware out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Oware in simple terms?

Oware is an abstract strategy game among the mancala family of board games (pit and pebble games) played worldwide with slight variations as to the layout of the game, number of players and strategy of play. Its origin is uncertain, but it is widely believed to be of Ashanti origin.

Why does Oware matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Oware?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Oware.

Tags

  • Entertainment in Ghana
  • Solved games
  • Traditional mancala games

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