The game of Awalé (call also Awélé, Ajwa, Lela, Chisolo, Kalak, Owaré, Coo, Coro Bawo, Nocholokoto, Dara, Congkak, Mancala, Bawo, Omweeso, Adita Your, Kasonko, Layo, Gilberta, Schach, Wari, Wallé...) is, among the known strategy games, one of oldest.


One finds trace at Egyptians of the old Egypt of a game call senet (game of course to several rows) that resembles to the Awalé but of it is not the ancestor. The real origin of the game would be located toward Ve-VIe century of our era. The oldest known Awélé game is a mancala Ethiopian of the VIIe century.


The game is himself little by little distributed in Middle East as well as on all the continent African.


The Awalé is a " game of board " (mancala). It is played with a board of wood dug of holes and seeds.


Nowadays, the Awalé meets in all regions of Africa.



Rules of the Awalé


Rules of the Awalé are simple and the game is indeed very easy to learn. On the other hand, strategies to put in work

to defeat are dangerous!


Rules vary a region to the other, and sometimes same of a village to the other...


If rules of the Awalé are very various (and it is what makes the incontestable interest of this game!), here are rules of the common Awalé:


Rule 1: Goal of the game

The goal of the game is to seize a maximum of seeds. The player who has the more of seeds at the end of the part carries away him.


Rule 2: The land of game

The land of game is divided in two territories of 6 holes each.

Your territory is in bottom of the screen, it is the South territory; the one of your adversary (the computer) to the over, is the North territory.

To the departure in the twelve holes are distributed 48 seeds (4 by hole).


Rule 3: The tour of game.

Every player plays his tour, the one that plays in first is pulled at random.

The player is going to take the set of the present seeds in one of holes of his territory and to distribute them, one by hole, in the inverse sense of needles of a watch.


Rule 4: Capture

If the last seed sowed tomb in a hole of the adversary already including 1 or 2 seeds, the player captures the 2 or 3 resulting seeds. The captured seeds left of the game. (The hole is let emptiness then)


Rule 5: Multiple capture

When a player seizes two or three seeds, if the previous slot also contains two or three seeds, it is also captured, and so forth.


Rule 6: Imprisonment

If the number of taken seeds in the hole of departure is superior to 11, it makes that one is going to curl a tour: to which case, to every passage, the slot of departure is jumped and is let emptiness therefore always. A hole containing enough seeds to make a complete buckle is called a Krou.


Rule 7: To give to eat

One doesn't have the right to starve the adversary:

In the same way, a player doesn't have the right to play a stroke that takes all seeds of the camp of the adversary.


Rule 8: End of game

The game ends when:

- A player doesn't have any more seeds in his camp and can more therefore to play

The adversary captures the remaining seeds then.

- The part curls indefinitely (the same situation reproduces after a certain number of strokes)


No one captures the remaining seeds


- One of players quits

The adversary captures the remaining seeds.





To download the game of awale (902ko) click here