Oware strategy: the five winning moves

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Five ways to capture seeds in oware, the mancala of West Africa.

The basics of strategy and tactics, explained one by one and shown on real positions — from the move you make every game to the combinations that decide an endgame.

Nothing here is made up: this page comes from the games played on PlayAwale. A program replays every one of them, move by move — 591,353 moves examined so far — and records each position where one of these 5 patterns appears. The bigger the database, the more remarkable moves it finds: a new analysis runs every 10,000 games.

And to improve on your own games: at the end of each one, the “Analyse the game” button replays your moves one by one and shows where seeds were won and lost.

Reading the diagrams

The target

An enemy pit with one or two seeds, and a way to reach it

Found 32,822 times in the games replayed — that is 5.55% of moves

An enemy pit holding one or two seeds goes up to two or three when your last seed lands in it — and it is yours. That is the whole capture rule. The rest is a matter of distance: you must sow exactly as many seeds as there are pits to cross, skipping the pit you started from.

Why it matters

It is by far the most frequent move in the game. In the games replayed, 81% of positions offer at least one enemy pit with one or two seeds, and nearly one capture in two brings in exactly two seeds. The four moves that follow all rely on it: if you cannot see the target, you will never see them.

How to do it

  1. Scan the six pits opposite and spot the ones holding one or two seeds.
  2. For each one, count the pits between you, skipping your starting pit.
  3. If one of your pits holds exactly that number, that is the move: play it.

What can spoil it

Count the landing pit, not just the distance. A seed dropped on the way into one of his low pits can take it to three — still capturable — but another can take it to four, and it slips away. It is the mistake that costs the most captures.

The move before, which sets up the pattern

The other side

Your side

Two moves earlier, the same player played pit 2.

The pattern move — Pit 6

The other side

Your side

The sowing crosses 3 pits and captures 2 seeds.

  • 3 moves were possible
  • Only one low pit on the opponent's side
  • 6 seeds still in play
  • Played by Seed Keeper

The same move, elsewhere

6 other positions where this move came up. The shape is the same; the numbers change.

Pit 5

The other side

Your side

The sowing crosses 3 pits and captures 2 seeds.

Pit 4

The other side

Your side

The sowing crosses 3 pits and captures 2 seeds.

Pit 3

The other side

Your side

The sowing crosses 5 pits and captures 2 seeds.

Pit 2

The other side

Your side

The sowing crosses 6 pits and captures 2 seeds.

Pit 1

The other side

Your side

The sowing crosses 7 pits and captures 2 seeds.

Pit 6

The other side

Your side

The sowing crosses 3 pits and captures 2 seeds.

The pincer

Two captures opened at once, and only one move to stop them

Found 5,379 times in the games replayed — that is 0.91% of moves

This move captures nothing. It SETS UP two captures at once: after it, two of your pits are ready to strike, each on a different side of the board. Your opponent plays only one move — he saves one, you take the other.

Why it matters

Two captures are open at the same time, and your opponent can only stop one: all he chooses is which one to give up. On every position shown here, each of his replies has been replayed one by one, and even the strongest still leaves what the page announces. It is a move prepared one turn ahead, and it does not rely on a mistake.

How to do it

  1. Spot two low pits on his side, far enough apart that no single move of his can save them both.
  2. Look on your side for the two pits that land exactly on one and on the other — one pit per target.
  3. Play the move that sets up the second threat without undoing the first; the two pits marked on the diagram are the ones you will play next turn.

What can spoil it

If a single move of his empties both targets at once, it is not a pincer: he defends in one go. A sowing that crosses his whole side does exactly that.

The move before, which sets up the pattern

The other side

Your side

Two moves earlier, the same player played pit 3.

The pattern move — Pit 4

The other side

Your side

This move captures nothing: it opens two captures for next turn. Playing pit 5 would then bring in 11 seeds, and pit 6 would bring in 5. Your opponent has only one move to stop them: his best defence is pit 9, and it still leaves you 5 seeds.

  • 3 moves were possible
  • Only one low pit on the opponent's side
  • 17 seeds still in play
  • Played by a player

The same move, elsewhere

6 other positions where this move came up. The shape is the same; the numbers change.

Pit 6

The other side

Your side

This move captures nothing: it opens two captures for next turn. Playing pit 5 would then bring in 10 seeds, and pit 4 would bring in 6. Your opponent has only one move to stop them: his best defence is pit 9, and it still leaves you 5 seeds.

Pit 5

The other side

Your side

This move captures nothing: it opens two captures for next turn. Playing pit 6 would then bring in 10 seeds, and pit 4 would bring in 6. Your opponent has only one move to stop them: his best defence is pit 9, and it still leaves you 5 seeds.

Pit 3

The other side

Your side

This move captures nothing: it opens two captures for next turn. Playing pit 4 would then bring in 5 seeds, and pit 6 would bring in 3. Your opponent has only one move to stop them: his best defence is pit 9, and it still leaves you 5 seeds.

Pit 2

The other side

Your side

This move captures nothing: it opens two captures for next turn. Playing pit 6 would then bring in 11 seeds, and pit 5 would bring in 5. Your opponent has only one move to stop them: his best defence is pit 9, and it still leaves you 5 seeds.

Pit 1

The other side

Your side

This move captures nothing: it opens two captures for next turn. Playing pit 4 would then bring in 5 seeds, and pit 2 would bring in 3. Your opponent has only one move to stop them: his best defence is pit 7, and it still leaves you 3 seeds.

Pit 6

The other side

Your side

This move captures nothing: it opens two captures for next turn. Playing pit 5 would then bring in 10 seeds, and pit 4 would bring in 6. Your opponent has only one move to stop them: his best defence is pit 9, and it still leaves you 5 seeds.

The chain

One capture, then a second, leaving him no choice

Found 5,120 times in the games replayed — that is 0.87% of moves

This move captures seeds — and it is only the first of two. Whatever your opponent replies, a second capture stays open. He has several legal moves, and they all lose: all he chooses is how he loses.

Why it matters

A single capture can be recovered; two in a row open a gap that is hard to close. And on the positions shown, the follow-up is forced: every reply of the opponent has been replayed, and none closes the second capture. That is what sets this move apart from a lucky capture — it was prepared.

How to do it

  1. Don't look for the biggest capture, but for the one that leaves your side ARMED: after the move, one of your pits must still hold enough to land on his side again.
  2. Before playing, go through his replies. If a single one shuts everything down, there is no chain: it is just a capture, and he will defend.
  3. If none does, play. The second capture will come next turn, whatever pit he has chosen.

What can spoil it

A capture that empties your own ammunition chains nothing, and that is the trap of this move: the seeds sown to capture are often the ones that were meant for the next move. Count what you will have left BEFORE capturing, not after.

The move before, which sets up the pattern

The other side

Your side

Two moves earlier, the same player played pit 2.

The pattern move — Pit 4

The other side

Your side

This move captures 2 seeds. Your opponent has 4 replies, and none saves the rest: even with the best, pit 8, you win back at least 3 seeds by playing pit 5.

  • 4 moves were possible
  • 2 low pits on the opponent's side
  • 13 seeds still in play
  • Played by a player

The same move, elsewhere

6 other positions where this move came up. The shape is the same; the numbers change.

Pit 3

The other side

Your side

This move captures 2 seeds. Your opponent has 2 replies, and none saves the rest: even with the best, pit 8, you win back at least 3 seeds by playing pit 4.

Pit 5

The other side

Your side

This move captures 2 seeds. Your opponent has 2 replies, and none saves the rest: even with the best, pit 7, you win back at least 3 seeds by playing pit 3.

Pit 6

The other side

Your side

This move captures 2 seeds. Your opponent has 4 replies, and none saves the rest: even with the best, pit 8, you win back at least 3 seeds by playing pit 4.

Pit 2

The other side

Your side

This move captures 2 seeds. Your opponent has 3 replies, and none saves the rest: even with the best, pit 7, you win back at least 3 seeds by playing pit 6.

Pit 1

The other side

Your side

This move captures 2 seeds. Your opponent has 4 replies, and none saves the rest: even with the best, pit 8, you win back at least 3 seeds by playing pit 5.

Pit 6

The other side

Your side

This move captures 2 seeds. Your opponent has 3 replies, and none saves the rest: even with the best, pit 7, you win back at least 3 seeds by playing pit 5.

Starvation

You may not starve him, but nothing forces you to save him

Found 602 times in the games replayed — that is 0.10% of moves

The rules forbid starving your opponent: as long as one of your moves can give him a seed, you MUST play it. But they do not ask you to save him. If none of your pits can reach him any more, you have no legal move at all — and the game stops dead. Each player then collects the seeds left on their side: whoever kept theirs pockets everything that remains, without playing a move.

Why it matters

It is the only ending where seeds are added to the score without being captured by a sowing: they simply go to whoever kept them on their side. One game in thirteen ends this way, and the player who collects takes five seeds on median, up to thirteen. In a game won at twenty-five, that counts.

How to do it

  1. In the endgame, look at where your seeds are: those in the pits close to his side can still feed him, those at the back of your side no longer can.
  2. So play as little as possible towards the border. Every seed pushed towards his pits is a seed that will force you to feed him — and give the game back to him.
  3. When he empties his side, you have nothing left to reach him: the game stops, and everything lying on your side is yours.

What can spoil it

The same mechanism works the other way: if it is YOUR side that empties while he can no longer feed you, he collects everything. Don't play your last seeds into his side without counting what you will have left.

His last move, the one that empties his side

The other side

Your side

He plays pit 12 — the last one he had left.

The position where the game stops

The other side

Your side

He has just played pit 12 — his last. His side is empty and none of your moves can feed him: the game stops here, and the 5 seeds left on your side are yours.

  • No move was possible
  • No low pit on the opponent's side
  • 5 seeds still in play
  • Collected by Ancestral Spirit

The same ending, elsewhere

6 other games that stopped the same way. The seeds are not in the same places; the mechanism is.

The position where the game stops

The other side

Your side

He has just played pit 12 — his last. His side is empty and none of your moves can feed him: the game stops here, and the 5 seeds left on your side are yours.

The position where the game stops

The other side

Your side

He has just played pit 12 — his last. His side is empty and none of your moves can feed him: the game stops here, and the 4 seeds left on your side are yours.

The position where the game stops

The other side

Your side

He has just played pit 12 — his last. His side is empty and none of your moves can feed him: the game stops here, and the 4 seeds left on your side are yours.

The position where the game stops

The other side

Your side

He has just played pit 12 — his last. His side is empty and none of your moves can feed him: the game stops here, and the 6 seeds left on your side are yours.

The position where the game stops

The other side

Your side

He has just played pit 12 — his last. His side is empty and none of your moves can feed him: the game stops here, and the 6 seeds left on your side are yours.

The position where the game stops

The other side

Your side

He has just played pit 12 — his last. His side is empty and none of your moves can feed him: the game stops here, and the 3 seeds left on your side are yours.

The granary

A pit you let grow, until it goes round the board

Found 15,456 times in the games replayed — that is 2.61% of moves

A pit that reaches twelve seeds goes through the other eleven and comes back to its own. It therefore touches the WHOLE board — including your own side, which it refills on the way. No enemy pit is then out of reach: a seed goes into each of them.

Why it matters

As long as this pit is there, your opponent can no longer leave anything exposed: any of his pits is within your reach. It is a threat that is never played and still weighs — it turns your side into a reserve, and his into watched ground.

How to do it

  1. Pick a pit on your side and stop playing it; the others are enough to keep the tempo.
  2. Let it grow to twelve seeds: it can then go round the whole board. Beyond that, it starts dropping a second seed into some pits, which changes what it brings in — and not always in your favour.
  3. Empty it on the day the full lap lands exactly on a target, and not one turn earlier.

What can spoil it

A granary that grows too big becomes a burden: it retraces its steps, fills pits it has already served, and may end up feeding your opponent more than it brings you. Count what the second lap drops on his side before emptying it.

The move before, which sets up the pattern

The other side

Your side

Two moves earlier, the same player played pit 1.

The pattern move — Pit 5

The other side

Your side

Pit 5 held 13 seeds: enough to go all the way round. It brings in 2.

  • 3 moves were possible
  • Only one low pit on the opponent's side
  • 16 seeds still in play
  • Played by Ancestral Spirit

The same move, elsewhere

6 other positions where this move came up. The shape is the same; the numbers change.

Pit 6

The other side

Your side

Pit 6 held 13 seeds: enough to go all the way round. It brings in 4.

Pit 4

The other side

Your side

Pit 4 held 14 seeds: enough to go all the way round. It brings in 2.

Pit 3

The other side

Your side

Pit 3 held 15 seeds: enough to go all the way round. It brings in 2.

Pit 2

The other side

Your side

Pit 2 held 16 seeds: enough to go all the way round. It brings in 2.

Pit 5

The other side

Your side

Pit 5 held 13 seeds: enough to go all the way round. It brings in 2.

Pit 6

The other side

Your side

Pit 6 held 13 seeds: enough to go all the way round. It brings in 4.

How these moves were found

None of these moves was picked by hand. A program replays every recorded game, position by position, with the rules of the game, and notes each time one of these five patterns appears. The examples shown are the ones it judges most typical: a light board, an ordinary capture, and a known set-up move. The survey is redone every 10,000 games — the bigger the database, the more it finds.

The analysis covers 591,353 moves. They come from the games that kept their full record: those carried over from version 1 kept the result, not the moves, and so cannot be replayed.

The analysis does not look far ahead, on purpose: the move played, every possible reply from the opponent, and what you win back next. Nothing beyond — so what is announced is checked, not estimated. Each example does, however, keep the move the same player made two turns earlier: that is what sets up the pattern, and that is what you need to see to play it yourself.

The survey has not been done yet.