Warri
Warri
is a popular African game that has been likened
to chess. Some scholars say the game was being played
as early as 3500 B.C. in the countries of West Africa
as well as ancient Egypt. Thus, Warri, at times,
has been called the oldest game in the world.
The
Rules of the Game
Warri
is played with 48 seeds on a rectangular board that
has twelve receptacles or "houses" arranged
in six pairs along the length of the board. The
players sit with the board crossways between them.
At the start of the game, 4 seeds are placed in
each house.
The
object of the game is to capture the majority of
the 48 seeds. All seeds have the same value, and
the winner of the game is the player that captures
more than half the number. In fact, the game ends
as soon as one of the players has captured 25 seeds.
A draw is declared if both players capture 24 seeds.
In a tournament, the first player to win six games
is the champion.
Once
it is decided who opens the game, the players take
make their moves alternately. In a move or "cut",
the player lifts all the seeds from any one
of the six houses that are on his/her side of the
board, leaving that house empty, and redistributes
or "sows" the seeds by placing one seed
into each house to the right of the chosen house,
without skipping any of the houses along the row.
If the player still has seeds in hand when the redistribution
reaches the rightmost house on the players
side, he/she continues sowing seeds one by one into
the houses on the opponents side of the board
contuining the counter-clockwise cycle around the
board until the seeds in hand are exhausted. In
a move or "cut" therefore, the player
repositions all of the seeds from one of his/her
houses into the houses that follow along an anticlockwise
path around the board.
A
player may only move from a house on his/her side
of the board
There
is no limit to the number of seeds you may accumulate
in a house. (In fact it is a good strategy to "build
a house". The trick is to know the right moment
to break it!) When a player chooses to move from
a house that contains more than eleven seeds, the
distribution of the seeds will go a full lap around
the board and commence a second lap but he must
skip the house from which the move was started.
The house from which a move was started should therefore
always end up being an empty house after that play.
When
a house contains a count of one (1) or two (2)
seeds, it is said to be "vulnerable, and
when a vulnerable house occurs on the opponents
side of the board, there is an opportunity for the
player to make a capture. In order to take advantage
of this opportunity, the player must make his/her
move from a house that contains precisely the number
of seeds, so that the last seed in the move
comes to fall in the vulnerable house. If such a
move is possible, the player claims the contents
of the vulnerable house as well as the seed
that was added in the capturing move. The total
prize for the capture of a single vulnerable house
will therefore be two (2), or three (3) seeds. These
are removed from play and stored with the players
other captures.
If
there was another vulnerable house just before
the captured house, its contents are also automatically
seized by the capturing move. So too are the seeds
in any other vulnerable houses preceding the point
of capture as long as they formed an unbroken
string of vulnerable houses connected to the
captured house.
Remember
that a player may only make a capture from a vulnerable
house on the opponents side of the
board.
There
is a penalty for leaving the opponent without seeds
to move with. If the opponents side of the
board has no seeds remaining on it when it is his/her
turn to play, the player forfeits all of
the remaining seeds on the board to the opponent!
(Players should therefore always try to ensure that
the opponents side has at least one seed with
which to play. If a player has an opportunity to
capture all of the seeds on the opponents
side as can happen in a multiple house capture,
he/she should be sure that the move will win more
seeds than are lost in the penalty!)
If
the game has been evenly contested, it might happen
that only three or four seeds come to remain in
play on the board. With this number of seeds, the
two players can easily avoid any further losses.
In the case where there are three or four endlessly
circulating seeds, players agree to stop play and
count the seeds they have captured. The player with
the majority is given the game.
source:
http://barbadosphotogallery.com/warri/warrirules.htm