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Oware

Classic · two players

2 players10–25 minCompetitiveLight

Forty-eight seeds, and none of them are yours.

PlayPlayable

Ready to play now.

A demonstration of Oware, played by the computer against itself.

Oware — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    5 opponents, weakest first
    • GrabbingTakes the biggest capture in front of it and otherwise sows its fullest hollow. It never looks at what that leaves you.
    • WaryLooks two sowings ahead — and then plays something else about three times in ten.
    • CountingFive sowings ahead, and it stops handing you capture chains by accident.
    • PatientFourteen thousand positions for every hollow it is weighing up. It sees the chain you are building before it lands.
    • UnyieldingForty-five thousand a hollow, and it keeps going deeper for as long as they last. It plays for the twenty-fifth seed from a long way out.
    Play alone
  • Together, in the same room

    2 players. One device goes round the table, or everybody plays off the same screen.

    Play in the same room
  • Online, at a table

    A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.

    Play online

About

The oldest game on this shelf and the one with the fewest rules. Lift a hollow, drop its seeds round the board one at a time, and take whatever you leave sitting in twos and threes. Abapa rules, complete — including the two that stop it being simple.

How it feels

  • Ancient
  • Arithmetical
  • Quietly brutal

What the design is for

  • Abapa rules, complete

    The lap that steps over the hollow it started from, the capture that walks backwards through twos and threes, the sowing that would take everything and therefore takes nothing, and the obligation to feed an opponent with nothing left. Not one of them is optional and not one of them is missing.

  • The seeds are counted by being drawn

    Up to eight stones lie in a hollow and you can count them. Past that the hollow is drawn full and the number is cut into the wood, because nobody counts eleven scattered seeds either. No badges, no dots with a figure beside them.

  • You must leave them something to play

    When the other side of the board is empty, every hollow of yours that cannot reach them stops responding. The rule is the board going quiet rather than a line of text — and nothing on your own side explains why.

  • Five opponents, measured against each other

    Bounded by positions counted rather than by a clock, so the same seed plays the same sowing on any machine. Each rung was played against the one below it a hundred and twenty times with the seats swapped, and every one of them is a rung you can feel.

  • One house rule, said out loud

    Oware has no repetition rule, and two players with a handful of seeds can circle forever. A game here is capped at two hundred sowings and each side then takes what is lying on its own row — which is exactly what a table does when it agrees the game is dead.

  • Taught by playing

    Six steps: a sowing, the lap that steps over its own hollow, a capture chain, the sowing that takes nothing, the obligation to feed, and then a whole game.

Best at
2
Kind
Classic
Table
Competitive
Studio
Classic — public domain

The opponents

  1. Grabbing

    Takes the biggest capture in front of it and otherwise sows its fullest hollow. It never looks at what that leaves you.

  2. Wary

    Looks two sowings ahead — and then plays something else about three times in ten.

  3. Counting

    Five sowings ahead, and it stops handing you capture chains by accident.

  4. Patient

    Fourteen thousand positions for every hollow it is weighing up. It sees the chain you are building before it lands.

  5. Unyielding

    Forty-five thousand a hollow, and it keeps going deeper for as long as they last. It plays for the twenty-fifth seed from a long way out.

Achievements

0 of 5 earned

  • The Twenty-Fifth Seed

    Win a game of Oware.

  • Three Hollows

    Win, having emptied three of their hollows with a single sowing.

  • The Sowing That Took Nothing

    Win, having played a sowing that could have taken their whole row — and so took none of it.

  • Nothing Left To Sow

    Win a game that stopped because their row was empty and no sowing of yours could reach it — the seeds left on your own side are yours.

  • Thirty-Five

    Win with thirty-five of the forty-eight seeds or more.

Key art

Key art — Board.game art system

Oware — key still
Oware — key cover
Oware — key backdrop
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