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The board is rectangular, with six points on either side, with each side divided in half by two short parallel lines, which are the "rivers." There are four arcs in the corners of the "square". The points and lines are the playing spaces. Players play on two teams. One stick, serving as the playing piece, per team, which start one each on the parallel lines on the bottom side. Each team has a number of scoring sticks, determined at the beginning of the game. There are four throwing sticks, three are blank on one side and marked on the other, one stick, the sahe, is marked distinctively on two sides, marked with a green line on the flat side, while the others are marked red. The number of marked sides is the value of the throw, except when all are face up, which scores 6, and when only flat sides are up, which scores 10. Throws of 6 or 10 give the player another throw, as do throws of 1 and 3 if the sahe's marked side is up. All of the players on team throw before the players of the other team throw. Play begins from the middle of the river on one side. Each team moves in an opposite direction around the board. If a team's stick lands on the edge of the river opposite the starting position, the piece is sent back to start. If a player lands on the same space as the opposing team's stick, the opposing team's stick is sent back to start. When a team reaches the starting point, having completed a circuit of the board, the team wins a scoring stick. When one team captures all of the scoring sticks, they win. Each team has 10 scoring sticks.
(game "Nebakuthana" (players 4) (equipment {(board (graph vertices:{{0 0} {2 0} {3 0.33} {4 0.33} {5 0.33} {6 0} {7 0} {8 0.33} {9 0.33} {10 0.33} {11 0} {13 0} {0 2} {6 2} {7 2} {13 2} {0.33 3} {12.66 3} {0.33 4} {12.66 4} {0.33 5} {12.66 5} {0 6} {2 6} {11 6} {13 6} {0 7} {2 7} {11 7} {13 7} {0.33 8} {12.66 8} {0.33 9} {12.66 9} {0.33 10} {12.66 10} {0 11} {6 11} {7 11} {13 11} {0 13} {2 13} {3 12.66} {4 12.66} {5 12.66} {6 13} {7 13} {8 12.66} {9 12.66} {10 12.66} {11 13} {13 13}} edges:{{0 1} {1 5} {5 13} {6 14} {5 6} {6 10} {10 11} {12 1} {0 12} {10 15} {15 11} {12 22} {22 26} {22 23} {26 27} {26 36} {36 40} {15 25} {25 29} {24 25} {28 29} {29 39} {39 51} {40 41} {36 41} {39 50} {50 51} {41 45} {45 46} {45 37} {46 38} {46 50}}) {(track "Track1" "6,7,8,9,10,15,17,19,21,25,29,31,33,35,39,50,49,48,47,46,45,44,43,42,41,36,34,32,30,26,22,20,18,16,12,1,2,3,4,End" P1 directed:True) (track "Track2" "6,7,8,9,10,15,17,19,21,25,29,31,33,35,39,50,49,48,47,46,45,44,43,42,41,36,34,32,30,26,22,20,18,16,12,1,2,3,4,End" P2 directed:True) (track "Track3" "5,4,3,2,1,12,16,18,20,22,26,30,32,34,36,41,42,43,44,45,46,47,48,49,50,39,35,33,31,29,25,21,19,17,15,10,9,8,7,End" P3 directed:True) (track "Track4" "5,4,3,2,1,12,16,18,20,22,26,30,32,34,36,41,42,43,44,45,46,47,48,49,50,39,35,33,31,29,25,21,19,17,15,10,9,8,7,End" P4 directed:True)} use:Vertex) (piece "Stick" P1 (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) (then (if (is Occupied (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (to (mapEntry "Start" (if (or (is Mover P1) (is Mover P2)) 1 3))))))) (move (from (from)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))))) (then (if (= (last To) (mapEntry "Opposite" Mover)) (fromTo (from (last To)) (to (mapEntry "Start" Mover)))))))) (piece "Stick" P3 (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) (then (if (is Occupied (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (to (mapEntry "Start" (if (or (is Mover P1) (is Mover P2)) 1 3))))))) (move (from (from)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))))) (then (if (= (last To) (mapEntry "Opposite" Mover)) (fromTo (from (last To)) (to (mapEntry "Start" Mover)))))))) (dice d:2 from:0 num:4) (hand P1) (hand P3) (map "Throw" {(pair 0 10) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 6)}) (map "Start" {(pair P1 6) (pair P2 6) (pair P3 5) (pair P4 5)}) (map "Opposite" {(pair P1 46) (pair P2 46) (pair P3 45) (pair P4 45)})}) (rules (start {(set Team 1 {P1 P2}) (set Team 2 {P3 P4}) (place "Stick1" 6) (place "Stick3" 5) (place "Stick1" (handSite P1) count:10) (place "Stick3" (handSite P3) count:10)}) (play (do (roll) next:(if (or (is Mover P1) (is Mover P2)) (forEach Piece P1) (forEach Piece P3)) (then (if (or {(= (mapEntry "Throw" (count Pips)) 6) (= (mapEntry "Throw" (count Pips)) 10) (and (= 1 (face 57)) (= (mapEntry "Throw" (count Pips)) 1)) (and (= 1 (face 57)) (= (mapEntry "Throw" (count Pips)) 3))}) (moveAgain))))) (end (if (no Pieces TeamMover) (result TeamMover Win)))))
###Description The board is rectangular, with six points on either side, with each side divided in half by two short parallel lines, which are the "rivers." There are four arcs in the corners of the "square". The points and lines are the playing spaces. Players play on two teams. One stick, serving as the playing piece, per team, which start one each on the parallel lines on the bottom side. Each team has a number of scoring sticks, determined at the beginning of the game. There are four throwing sticks, three are blank on one side and marked on the other, one stick, the sahe, is marked distinctively on two sides, marked with a green line on the flat side, while the others are marked red. The number of marked sides is the value of the throw, except when all are face up, which scores 6, and when only flat sides are up, which scores 10. Throws of 6 or 10 give the player another throw, as do throws of 1 and 3 if the sahe's marked side is up. All of the players on team throw before the players of the other team throw. Play begins from the middle of the river on one side. Each team moves in an opposite direction around the board. If a team's stick lands on the edge of the river opposite the starting position, the piece is sent back to start. If a player lands on the same space as the opposing team's stick, the opposing team's stick is sent back to start. When a team reaches the starting point, having completed a circuit of the board, the team wins a scoring stick. When one team captures all of the scoring sticks, they win. Each team has 10 scoring sticks. ###Ludii (game "Nebakuthana" (players 4) (equipment {(board (graph vertices:{{0 0} {2 0} {3 0.33} {4 0.33} {5 0.33} {6 0} {7 0} {8 0.33} {9 0.33} {10 0.33} {11 0} {13 0} {0 2} {6 2} {7 2} {13 2} {0.33 3} {12.66 3} {0.33 4} {12.66 4} {0.33 5} {12.66 5} {0 6} {2 6} {11 6} {13 6} {0 7} {2 7} {11 7} {13 7} {0.33 8} {12.66 8} {0.33 9} {12.66 9} {0.33 10} {12.66 10} {0 11} {6 11} {7 11} {13 11} {0 13} {2 13} {3 12.66} {4 12.66} {5 12.66} {6 13} {7 13} {8 12.66} {9 12.66} {10 12.66} {11 13} {13 13}} edges:{{0 1} {1 5} {5 13} {6 14} {5 6} {6 10} {10 11} {12 1} {0 12} {10 15} {15 11} {12 22} {22 26} {22 23} {26 27} {26 36} {36 40} {15 25} {25 29} {24 25} {28 29} {29 39} {39 51} {40 41} {36 41} {39 50} {50 51} {41 45} {45 46} {45 37} {46 38} {46 50}}) {(track "Track1" "6,7,8,9,10,15,17,19,21,25,29,31,33,35,39,50,49,48,47,46,45,44,43,42,41,36,34,32,30,26,22,20,18,16,12,1,2,3,4,End" P1 directed:True) (track "Track2" "6,7,8,9,10,15,17,19,21,25,29,31,33,35,39,50,49,48,47,46,45,44,43,42,41,36,34,32,30,26,22,20,18,16,12,1,2,3,4,End" P2 directed:True) (track "Track3" "5,4,3,2,1,12,16,18,20,22,26,30,32,34,36,41,42,43,44,45,46,47,48,49,50,39,35,33,31,29,25,21,19,17,15,10,9,8,7,End" P3 directed:True) (track "Track4" "5,4,3,2,1,12,16,18,20,22,26,30,32,34,36,41,42,43,44,45,46,47,48,49,50,39,35,33,31,29,25,21,19,17,15,10,9,8,7,End" P4 directed:True)} use:Vertex) (piece "Stick" P1 (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) (then (if (is Occupied (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (to (mapEntry "Start" (if (or (is Mover P1) (is Mover P2)) 1 3))))))) (move (from (from)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))))) (then (if (= (last To) (mapEntry "Opposite" Mover)) (fromTo (from (last To)) (to (mapEntry "Start" Mover)))))))) (piece "Stick" P3 (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) (then (if (is Occupied (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (to (mapEntry "Start" (if (or (is Mover P1) (is Mover P2)) 1 3))))))) (move (from (from)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))))) (then (if (= (last To) (mapEntry "Opposite" Mover)) (fromTo (from (last To)) (to (mapEntry "Start" Mover)))))))) (dice d:2 from:0 num:4) (hand P1) (hand P3) (map "Throw" {(pair 0 10) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 6)}) (map "Start" {(pair P1 6) (pair P2 6) (pair P3 5) (pair P4 5)}) (map "Opposite" {(pair P1 46) (pair P2 46) (pair P3 45) (pair P4 45)})}) (rules (start {(set Team 1 {P1 P2}) (set Team 2 {P3 P4}) (place "Stick1" 6) (place "Stick3" 5) (place "Stick1" (handSite P1) count:10) (place "Stick3" (handSite P3) count:10)}) (play (do (roll) next:(if (or (is Mover P1) (is Mover P2)) (forEach Piece P1) (forEach Piece P3)) (then (if (or {(= (mapEntry "Throw" (count Pips)) 6) (= (mapEntry "Throw" (count Pips)) 10) (and (= 1 (face 57)) (= (mapEntry "Throw" (count Pips)) 1)) (and (= 1 (face 57)) (= (mapEntry "Throw" (count Pips)) 3))}) (moveAgain))))) (end (if (no Pieces TeamMover) (result TeamMover Win)))))
Forty stones arranged in a circle, with a larger gap after every tenth stone. These gaps are known as doors. Any number of players, each player begins with one piece, which begins at the east door. Three sticks used as dice, black on one side, white on the other, with one stick notched on the white side. The throws are as follows: two black with one notched white side up = 15; three white sides up = 10; two black and one white, not notched = 3, two white and one black = 2, three black = 5. Throws of 10 and 15 grant the player another throw. Players may move in either direction around the circle. To win, the player must complete a circuit of the board and pass the east door. The game has 4 players. The goal is to pass the east door.
(game "Owasokotz" (players 4) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (regions "AllSites" (sites Board)) (piece "Stick" Each (if (= (state at:(from)) 0) (or (if (!= (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) -1) (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) if:(is Empty (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))))) (then (set State at:(last To) 2))) (if (!= (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) -1) (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) if:(is Empty (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))))) (then (set State at:(last To) 1)))) (if (!= (if (= (state at:(from)) 1) (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))) -1) (move (from (from) level:(level)) (to (if (= (state at:(from)) 1) (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))) if:(is Empty (if (= (state at:(from)) 1) (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))))))))) (dice d:2 from:0 num:3) (hand Each)}) (rules (start (place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} Edge 38)) (play (do (roll) next:(forEach Piece))) (end (if (and (not (was Pass)) (if (= 1 (state at:(where "Stick" Mover))) (is In 38 (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To))) (is In 38 (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To))))) (result Mover Win)))))
###Description Forty stones arranged in a circle, with a larger gap after every tenth stone. These gaps are known as doors. Any number of players, each player begins with one piece, which begins at the east door. Three sticks used as dice, black on one side, white on the other, with one stick notched on the white side. The throws are as follows: two black with one notched white side up = 15; three white sides up = 10; two black and one white, not notched = 3, two white and one black = 2, three black = 5. Throws of 10 and 15 grant the player another throw. Players may move in either direction around the circle. To win, the player must complete a circuit of the board and pass the east door. The game has 4 players. The goal is to pass the east door. ###Ludii (game "Owasokotz" (players 4) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (regions "AllSites" (sites Board)) (piece "Stick" Each (if (= (state at:(from)) 0) (or (if (!= (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) -1) (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) if:(is Empty (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))))) (then (set State at:(last To) 2))) (if (!= (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) -1) (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) if:(is Empty (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))))) (then (set State at:(last To) 1)))) (if (!= (if (= (state at:(from)) 1) (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))) -1) (move (from (from) level:(level)) (to (if (= (state at:(from)) 1) (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))) if:(is Empty (if (= (state at:(from)) 1) (trackSite Move "TrackCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3))))) (trackSite Move "TrackCCW" steps:(if (= (count Pips) 3) 5 (if (= (count Pips) 0) 10 (if (= (count Pips) 1) 2 (if (= (face 44) 1) 15 3)))))))))))) (dice d:2 from:0 num:3) (hand Each)}) (rules (start (place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} Edge 38)) (play (do (roll) next:(forEach Piece))) (end (if (and (not (was Pass)) (if (= 1 (state at:(where "Stick" Mover))) (is In 38 (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To))) (is In 38 (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To))))) (result Mover Win)))))
Nine concentric circles. Any number of players. Each player plays as one piece. Two nut shells, used as dice. The values are as follows: two round sides = 2; two hollow sides = 1; one of each side = 0. Players move their pieces from outside the circles into progressive rings until they reach Paradise at the center, at which point the piece goes back to the outside of the board. The first player to reach Paradise three times wins. The game involves 8 players.
(game "Paradis" (players 8) (equipment {(board (concentric {8 8 8 8 8 8 8 8 8 8}) {(track "Track1" {72 64 56 48 40 32 24 16 8 0 8 16 24 32 40 48 56 64 72 64 56 48 40 32 24 16 8 0 8 16 24 32 40 48 56 64 72 64 56 48 40 32 24 16 8 0 8 16 24 32 40 48 56 64} P1 directed:True) (track "Track2" {73 65 57 49 41 33 25 17 9 1 9 17 25 33 41 49 57 65 73 65 57 49 41 33 25 17 9 1 9 17 25 33 41 49 57 65 73 65 57 49 41 33 25 17 9 1 9 17 25 33 41 49 57 65} P2 directed:True) (track "Track3" {74 66 58 50 42 34 26 18 10 2 10 18 26 34 42 50 58 66 74 66 58 50 42 34 26 18 10 2 10 18 26 34 42 50 58 66 74 66 58 50 42 34 26 18 10 2 10 18 26 34 42 50 58 66} P3 directed:True) (track "Track4" {75 67 59 51 43 35 27 19 11 3 11 19 27 35 43 51 59 67 75 67 59 51 43 35 27 19 11 3 11 19 27 35 43 51 59 67 75 67 59 51 43 35 27 19 11 3 11 19 27 35 43 51 59 67} P4 directed:True) (track "Track5" {76 68 60 52 44 36 28 20 12 4 12 20 28 36 44 52 60 68 76 68 60 52 44 36 28 20 12 4 12 20 28 36 44 52 60 68 76 68 60 52 44 36 28 20 12 4 12 20 28 36 44 52 60 68} P5 directed:True) (track "Track6" {77 69 61 53 45 37 29 21 13 5 13 21 29 37 45 53 61 69 77 69 61 53 45 37 29 21 13 5 13 21 29 37 45 53 61 69 77 69 61 53 45 37 29 21 13 5 13 21 29 37 45 53 61 69} P6 directed:True) (track "Track7" {78 70 62 54 46 38 30 22 14 6 14 22 30 38 46 54 62 70 78 70 62 54 46 38 30 22 14 6 14 22 30 38 46 54 62 70 78 70 62 54 46 38 30 22 14 6 14 22 30 38 46 54 62 70} P7 directed:True) (track "Track8" {79 71 63 55 47 39 31 23 15 7 15 23 31 39 47 55 63 71 79 71 63 55 47 39 31 23 15 7 15 23 31 39 47 55 63 71 79 71 63 55 47 39 31 23 15 7 15 23 31 39 47 55 63 71} P8 directed:True)} use:Vertex) (dice d:2 from:0 num:2) (piece "Marker" Each (move (from (from)) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) (apply (if (or (and (= 1 (mapEntry "Throw" (count Pips))) (= (mapEntry "Center" Mover) (to))) (and (= 2 (mapEntry "Throw" (count Pips))) (or (= (mapEntry "Center" Mover) (to)) (= (mapEntry "Center" Mover) (trackSite Move steps:1))))) (addScore Mover 1)))))) (map "Throw" {(pair 0 2) (pair 1 0) (pair 2 1)}) (map "Center" {(pair P1 0) (pair P2 1) (pair P3 2) (pair P4 3) (pair P5 4) (pair P6 5) (pair P7 6) (pair P8 7)})}) (rules (start {(place "Marker1" 72) (place "Marker2" 73) (place "Marker3" 74) (place "Marker4" 75) (place "Marker5" 76) (place "Marker6" 77) (place "Marker7" 78) (place "Marker8" 79)}) (play (do (roll) next:(if (!= (mapEntry "Throw" (count Pips)) 0) (forEach Piece)))) (end (if (= (score Mover) 3) (result Mover Win)))))
###Description Nine concentric circles. Any number of players. Each player plays as one piece. Two nut shells, used as dice. The values are as follows: two round sides = 2; two hollow sides = 1; one of each side = 0. Players move their pieces from outside the circles into progressive rings until they reach Paradise at the center, at which point the piece goes back to the outside of the board. The first player to reach Paradise three times wins. The game involves 8 players. ###Ludii (game "Paradis" (players 8) (equipment {(board (concentric {8 8 8 8 8 8 8 8 8 8}) {(track "Track1" {72 64 56 48 40 32 24 16 8 0 8 16 24 32 40 48 56 64 72 64 56 48 40 32 24 16 8 0 8 16 24 32 40 48 56 64 72 64 56 48 40 32 24 16 8 0 8 16 24 32 40 48 56 64} P1 directed:True) (track "Track2" {73 65 57 49 41 33 25 17 9 1 9 17 25 33 41 49 57 65 73 65 57 49 41 33 25 17 9 1 9 17 25 33 41 49 57 65 73 65 57 49 41 33 25 17 9 1 9 17 25 33 41 49 57 65} P2 directed:True) (track "Track3" {74 66 58 50 42 34 26 18 10 2 10 18 26 34 42 50 58 66 74 66 58 50 42 34 26 18 10 2 10 18 26 34 42 50 58 66 74 66 58 50 42 34 26 18 10 2 10 18 26 34 42 50 58 66} P3 directed:True) (track "Track4" {75 67 59 51 43 35 27 19 11 3 11 19 27 35 43 51 59 67 75 67 59 51 43 35 27 19 11 3 11 19 27 35 43 51 59 67 75 67 59 51 43 35 27 19 11 3 11 19 27 35 43 51 59 67} P4 directed:True) (track "Track5" {76 68 60 52 44 36 28 20 12 4 12 20 28 36 44 52 60 68 76 68 60 52 44 36 28 20 12 4 12 20 28 36 44 52 60 68 76 68 60 52 44 36 28 20 12 4 12 20 28 36 44 52 60 68} P5 directed:True) (track "Track6" {77 69 61 53 45 37 29 21 13 5 13 21 29 37 45 53 61 69 77 69 61 53 45 37 29 21 13 5 13 21 29 37 45 53 61 69 77 69 61 53 45 37 29 21 13 5 13 21 29 37 45 53 61 69} P6 directed:True) (track "Track7" {78 70 62 54 46 38 30 22 14 6 14 22 30 38 46 54 62 70 78 70 62 54 46 38 30 22 14 6 14 22 30 38 46 54 62 70 78 70 62 54 46 38 30 22 14 6 14 22 30 38 46 54 62 70} P7 directed:True) (track "Track8" {79 71 63 55 47 39 31 23 15 7 15 23 31 39 47 55 63 71 79 71 63 55 47 39 31 23 15 7 15 23 31 39 47 55 63 71 79 71 63 55 47 39 31 23 15 7 15 23 31 39 47 55 63 71} P8 directed:True)} use:Vertex) (dice d:2 from:0 num:2) (piece "Marker" Each (move (from (from)) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) (apply (if (or (and (= 1 (mapEntry "Throw" (count Pips))) (= (mapEntry "Center" Mover) (to))) (and (= 2 (mapEntry "Throw" (count Pips))) (or (= (mapEntry "Center" Mover) (to)) (= (mapEntry "Center" Mover) (trackSite Move steps:1))))) (addScore Mover 1)))))) (map "Throw" {(pair 0 2) (pair 1 0) (pair 2 1)}) (map "Center" {(pair P1 0) (pair P2 1) (pair P3 2) (pair P4 3) (pair P5 4) (pair P6 5) (pair P7 6) (pair P8 7)})}) (rules (start {(place "Marker1" 72) (place "Marker2" 73) (place "Marker3" 74) (place "Marker4" 75) (place "Marker5" 76) (place "Marker6" 77) (place "Marker7" 78) (place "Marker8" 79)}) (play (do (roll) next:(if (!= (mapEntry "Throw" (count Pips)) 0) (forEach Piece)))) (end (if (= (score Mover) 3) (result Mover Win)))))
Four 3x8 rectangles, arranged in a cross-shaped board. the fourth square, counting from the outer corners, in the outer rows of each arm are marked. Four pieces per player. Six cowrie shells are used as dice. The value of the throws is as follows: one mouth up = 10; two mouths up = 2, three mouths up = 3; four mouths up = 5; five mouths up = 25; six mouths up = 12; all mouths down = 6. On the first turn, players get three throws, and enter a piece for every throw of 10 or 25. On the top left square in their arm. Players move their pieces around the board in an anti-clockwise direction. When a piece lands on a space occupied by an opponent's piece, the opponent's piece is removed from the board and must enter again. Pieces resting on marked squares are safe from being removed from the board. When a piece completes a circuit of the board. It moves toward the central row in the player's arm, and progresses up the central row into the large square in the center of the board. The player who moves all of their pieces into the center first wine.
(game "Pasit" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "8,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N8" P1 directed:True) (track "Track2" "42,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E8" P2 directed:True) (track "Track3" "53,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S8" P3 directed:True) (track "Track4" "11,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W8" P4 directed:True)}) (hand Each) (dice d:2 from:0 num:6) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -1) (move (from (from) level:(level)) (to (centrePoint))) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (and (not (is In (to) (sites "SafeSites"))) (is Enemy (who at:(to)))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))) (map "Throw" {(pair 0 6) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 5) (pair 5 25) (pair 6 12)}) (map "Entry" {(pair P1 8) (pair P2 42) (pair P3 53) (pair P4 11)}) (regions "SafeSites" (sites {63 65 15 47 84 86 38 3}))}) (rules (start {(place Stack "Pawn1" (handSite P1) count:4) (place Stack "Pawn2" (handSite P2) count:4) (place Stack "Pawn3" (handSite P3) count:4) (place Stack "Pawn4" (handSite P4) count:4)}) phases:{(phase "Opening" (play (do (roll) next:(if (is In (mapEntry "Throw" (count Pips)) (sites {10 25 30})) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover))) (move Pass) (then (and (if (!= 1 (value Player Mover)) (moveAgain)) (set Value Mover (+ 1 (value Player Mover)))))))) (nextPhase Mover (= 2 (value Player Mover)) "Moving")) (phase "Moving" (play (do (roll) next:(or (if (and (is Occupied (handSite Mover)) (is In (mapEntry "Throw" (count Pips)) (sites {10 25 30}))) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)))) (forEach Piece)))))} (end (if (and (= 1 (count Sites in:(sites Occupied by:Mover top:False))) (is In (centrePoint) (sites Occupied by:Mover top:False))) (result Mover Win)))))
###Description Four 3x8 rectangles, arranged in a cross-shaped board. the fourth square, counting from the outer corners, in the outer rows of each arm are marked. Four pieces per player. Six cowrie shells are used as dice. The value of the throws is as follows: one mouth up = 10; two mouths up = 2, three mouths up = 3; four mouths up = 5; five mouths up = 25; six mouths up = 12; all mouths down = 6. On the first turn, players get three throws, and enter a piece for every throw of 10 or 25. On the top left square in their arm. Players move their pieces around the board in an anti-clockwise direction. When a piece lands on a space occupied by an opponent's piece, the opponent's piece is removed from the board and must enter again. Pieces resting on marked squares are safe from being removed from the board. When a piece completes a circuit of the board. It moves toward the central row in the player's arm, and progresses up the central row into the large square in the center of the board. The player who moves all of their pieces into the center first wine. ###Ludii (game "Pasit" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "8,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N8" P1 directed:True) (track "Track2" "42,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E8" P2 directed:True) (track "Track3" "53,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S8" P3 directed:True) (track "Track4" "11,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W8" P4 directed:True)}) (hand Each) (dice d:2 from:0 num:6) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -1) (move (from (from) level:(level)) (to (centrePoint))) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (and (not (is In (to) (sites "SafeSites"))) (is Enemy (who at:(to)))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))) (map "Throw" {(pair 0 6) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 5) (pair 5 25) (pair 6 12)}) (map "Entry" {(pair P1 8) (pair P2 42) (pair P3 53) (pair P4 11)}) (regions "SafeSites" (sites {63 65 15 47 84 86 38 3}))}) (rules (start {(place Stack "Pawn1" (handSite P1) count:4) (place Stack "Pawn2" (handSite P2) count:4) (place Stack "Pawn3" (handSite P3) count:4) (place Stack "Pawn4" (handSite P4) count:4)}) phases:{(phase "Opening" (play (do (roll) next:(if (is In (mapEntry "Throw" (count Pips)) (sites {10 25 30})) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover))) (move Pass) (then (and (if (!= 1 (value Player Mover)) (moveAgain)) (set Value Mover (+ 1 (value Player Mover)))))))) (nextPhase Mover (= 2 (value Player Mover)) "Moving")) (phase "Moving" (play (do (roll) next:(or (if (and (is Occupied (handSite Mover)) (is In (mapEntry "Throw" (count Pips)) (sites {10 25 30}))) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)))) (forEach Piece)))))} (end (if (and (= 1 (count Sites in:(sites Occupied by:Mover top:False))) (is In (centrePoint) (sites Occupied by:Mover top:False))) (result Mover Win)))))
Forty stones are arranged in a circle, with a larger gap between every tenth and eleventh stone. The gaps between the stones are the playing spaces. One piece per player. Any number of players. Three sticks used as dice, marked on one side and blank on the other. Throws are as follows: One marked side up = 3, two marked sides up = 2, three marked sides up = 10; all blank sides up = 5. Players enter their pieces from one of the wider gaps in the board, and chooses to move either clockwise or anti-clockwise. When a player's piece lands on a space occupied by the opponent, the opponent's piece is sent back to the space in which they entered. The first player to complete the circuit wins. The game has 2 players. Captures are possible.
(game "Patol" (players 2) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (regions "Gates" (sites {36 37 38 39})) (piece "Marker" Each (if (= (value Player Mover) -1) (or (if (!= (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is In (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (sites Empty)) (is Enemy (who at:(trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))) (then (if (= (value Player Mover) -1) (set Value Mover 1)))) (if (!= (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is In (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (sites Empty)) (is Enemy (who at:(trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))) (then (if (= (value Player Mover) -1) (set Value Mover 2))))) (if (!= (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) -1) (if (or (is In (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (sites Empty)) (is Enemy (who at:(if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))))) (move (from (from) level:(level)) (to (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to))))))))))) (dice d:2 from:0 num:3) (map "ThrowDiceValue" {(pair 0 5) (pair 1 3) (pair 2 2) (pair 3 10)}) (hand Each)}) (rules (start (place "Marker" "Hand")) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites "Gates")) (then (set Value at:(last To) (last To))))) (nextPhase Mover "Playing")) (phase "Playing" (play (do (roll) next:(forEach Piece))) (end (if (if (= 1 (value Player Mover)) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To))) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To)))) (result Mover Win))))}))
###Description Forty stones are arranged in a circle, with a larger gap between every tenth and eleventh stone. The gaps between the stones are the playing spaces. One piece per player. Any number of players. Three sticks used as dice, marked on one side and blank on the other. Throws are as follows: One marked side up = 3, two marked sides up = 2, three marked sides up = 10; all blank sides up = 5. Players enter their pieces from one of the wider gaps in the board, and chooses to move either clockwise or anti-clockwise. When a player's piece lands on a space occupied by the opponent, the opponent's piece is sent back to the space in which they entered. The first player to complete the circuit wins. The game has 2 players. Captures are possible. ###Ludii (game "Patol" (players 2) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (regions "Gates" (sites {36 37 38 39})) (piece "Marker" Each (if (= (value Player Mover) -1) (or (if (!= (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is In (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (sites Empty)) (is Enemy (who at:(trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))) (then (if (= (value Player Mover) -1) (set Value Mover 1)))) (if (!= (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is In (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (sites Empty)) (is Enemy (who at:(trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))) (then (if (= (value Player Mover) -1) (set Value Mover 2))))) (if (!= (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) -1) (if (or (is In (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (sites Empty)) (is Enemy (who at:(if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))))) (move (from (from) level:(level)) (to (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to))))))))))) (dice d:2 from:0 num:3) (map "ThrowDiceValue" {(pair 0 5) (pair 1 3) (pair 2 2) (pair 3 10)}) (hand Each)}) (rules (start (place "Marker" "Hand")) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites "Gates")) (then (set Value at:(last To) (last To))))) (nextPhase Mover "Playing")) (phase "Playing" (play (do (roll) next:(forEach Piece))) (end (if (if (= 1 (value Player Mover)) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To))) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To)))) (result Mover Win))))}))
Five pieces per player. One six-sided die. Players move their pieces onto the board using the throws of the dice. A piece must be brought onto the board if it is possible. Pieces move in an anti-clockwise direction around the board. Only one piece may be placed on a point at a time, except for the central line, which is the "sacred line." The first person to collect all of their pieces on the sacred line by reaching it on the opponent's side of the board by an exact throw wins. No capture.
(game "Pente Grammai" (players 2) (equipment {(board (add (scale 1.5 (merge {(shift 2 0 (rectangle 2 1)) (shift 1.5 0 (rectangle 2 1)) (shift 1 0 (rectangle 2 1)) (shift 0.5 0 (rectangle 2 1)) (rectangle 2 1)})) vertices:{{1.5 0.75}}) {(track "Track1" "8,6,4,2,0,1,3,5,7,9" loop:True P1) (track "Track2" "1,3,5,7,9,8,6,4,2,0" loop:True P2)} use:Vertex) (piece "Marker" Each (if (and (!= (from) 10) (is Empty (trackSite Move steps:(count Pips)))) (move (from) (to (trackSite Move steps:(count Pips)))))) (hand Each) (dice d:6 num:1) (map "Goal" {(pair P1 5) (pair P2 4)})}) (rules (start {(place Stack "Marker1" (handSite P1) count:5) (place Stack "Marker2" (handSite P2) count:5)}) (play (do (roll) next:(priority {(if (and (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (is Empty (trackSite Move from:(handSite Mover) steps:(- (count Pips) 1)))) (move (from (handSite Mover)) (to (trackSite Move from:(handSite Mover) steps:(- (count Pips) 1))))) (forEach Piece)} (then (if (= (mapEntry "Goal" Mover) (last To)) (fromTo (from (last To)) (to 10))))))) (end (if (all Sites (sites Occupied by:Mover) if:(= (site) 10)) (result Mover Win)))))
###Description Five pieces per player. One six-sided die. Players move their pieces onto the board using the throws of the dice. A piece must be brought onto the board if it is possible. Pieces move in an anti-clockwise direction around the board. Only one piece may be placed on a point at a time, except for the central line, which is the "sacred line." The first person to collect all of their pieces on the sacred line by reaching it on the opponent's side of the board by an exact throw wins. No capture. ###Ludii (game "Pente Grammai" (players 2) (equipment {(board (add (scale 1.5 (merge {(shift 2 0 (rectangle 2 1)) (shift 1.5 0 (rectangle 2 1)) (shift 1 0 (rectangle 2 1)) (shift 0.5 0 (rectangle 2 1)) (rectangle 2 1)})) vertices:{{1.5 0.75}}) {(track "Track1" "8,6,4,2,0,1,3,5,7,9" loop:True P1) (track "Track2" "1,3,5,7,9,8,6,4,2,0" loop:True P2)} use:Vertex) (piece "Marker" Each (if (and (!= (from) 10) (is Empty (trackSite Move steps:(count Pips)))) (move (from) (to (trackSite Move steps:(count Pips)))))) (hand Each) (dice d:6 num:1) (map "Goal" {(pair P1 5) (pair P2 4)})}) (rules (start {(place Stack "Marker1" (handSite P1) count:5) (place Stack "Marker2" (handSite P2) count:5)}) (play (do (roll) next:(priority {(if (and (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (is Empty (trackSite Move from:(handSite Mover) steps:(- (count Pips) 1)))) (move (from (handSite Mover)) (to (trackSite Move from:(handSite Mover) steps:(- (count Pips) 1))))) (forEach Piece)} (then (if (= (mapEntry "Goal" Mover) (last To)) (fromTo (from (last To)) (to 10))))))) (end (if (all Sites (sites Occupied by:Mover) if:(= (site) 10)) (result Mover Win)))))
Each player starts off with 15 balls. Players take turns taking pieces from their reserve pile, and placing them on a 4x4 game board made up of 16 indentations. When four pieces are placed next to each other in a square, one piece can be put on top of the square. That piece can also be one of the player pieces on the board with no other piece on top of it. If the square is completed with all the same color, the player of that color may take two of their own pieces from the board (one or two that are not supporting anything) and put it back into their reserve pile. At the end of the game, the game board should have 4 levels. The first level with 16 pieces, the second level with 9 pieces, the third level with 4 pieces, and the fourth level with 1 piece. A player wins if they put the last piece on the 4th level.
(game "Pylos" (players 2) (equipment {(board (square 4 pyramidal:True) use:Vertex) (piece "Ball" Each) (hand Each)}) (rules (start (place "Ball" "Hand" count:15)) (play (if (is Prev Mover) (move (from (sites Occupied by:Mover) if:(and {(if (!= (from) (ahead (from) UNE)) (is Empty (ahead (from) UNE)) True) (if (!= (from) (ahead (from) USE)) (is Empty (ahead (from) USE)) True) (if (!= (from) (ahead (from) USW)) (is Empty (ahead (from) USW)) True) (if (!= (from) (ahead (from) UNW)) (is Empty (ahead (from) UNW)) True)})) (to (handSite Mover)) (then (if (= (var) 1) (and (set Var 0) (moveAgain))))) (or (do (move (from (sites Occupied by:Mover) if:(and {(if (!= (from) (ahead (from) UNE)) (is Empty (ahead (from) UNE)) True) (if (!= (from) (ahead (from) USE)) (is Empty (ahead (from) USE)) True) (if (!= (from) (ahead (from) USW)) (is Empty (ahead (from) USW)) True) (if (!= (from) (ahead (from) UNW)) (is Empty (ahead (from) UNW)) True)})) (to (sites Empty) if:(and (is Flat) (< (layer of:(from)) (layer of:(to)))))) ifAfterwards:(is Flat (last To))) (move (from (sites Occupied by:Mover container:(mover))) (to (sites Empty) if:(is Flat))) (then (if (is Pattern {F R F R F} whats:{(id "Ball" Mover)}) (and (set Var 1) (moveAgain))))))) (end (if (= (layer of:(last To)) 3) (result Mover Win)))))
###Description Each player starts off with 15 balls. Players take turns taking pieces from their reserve pile, and placing them on a 4x4 game board made up of 16 indentations. When four pieces are placed next to each other in a square, one piece can be put on top of the square. That piece can also be one of the player pieces on the board with no other piece on top of it. If the square is completed with all the same color, the player of that color may take two of their own pieces from the board (one or two that are not supporting anything) and put it back into their reserve pile. At the end of the game, the game board should have 4 levels. The first level with 16 pieces, the second level with 9 pieces, the third level with 4 pieces, and the fourth level with 1 piece. A player wins if they put the last piece on the 4th level. ###Ludii (game "Pylos" (players 2) (equipment {(board (square 4 pyramidal:True) use:Vertex) (piece "Ball" Each) (hand Each)}) (rules (start (place "Ball" "Hand" count:15)) (play (if (is Prev Mover) (move (from (sites Occupied by:Mover) if:(and {(if (!= (from) (ahead (from) UNE)) (is Empty (ahead (from) UNE)) True) (if (!= (from) (ahead (from) USE)) (is Empty (ahead (from) USE)) True) (if (!= (from) (ahead (from) USW)) (is Empty (ahead (from) USW)) True) (if (!= (from) (ahead (from) UNW)) (is Empty (ahead (from) UNW)) True)})) (to (handSite Mover)) (then (if (= (var) 1) (and (set Var 0) (moveAgain))))) (or (do (move (from (sites Occupied by:Mover) if:(and {(if (!= (from) (ahead (from) UNE)) (is Empty (ahead (from) UNE)) True) (if (!= (from) (ahead (from) USE)) (is Empty (ahead (from) USE)) True) (if (!= (from) (ahead (from) USW)) (is Empty (ahead (from) USW)) True) (if (!= (from) (ahead (from) UNW)) (is Empty (ahead (from) UNW)) True)})) (to (sites Empty) if:(and (is Flat) (< (layer of:(from)) (layer of:(to)))))) ifAfterwards:(is Flat (last To))) (move (from (sites Occupied by:Mover container:(mover))) (to (sites Empty) if:(is Flat))) (then (if (is Pattern {F R F R F} whats:{(id "Ball" Mover)}) (and (set Var 1) (moveAgain))))))) (end (if (= (layer of:(last To)) 3) (result Mover Win)))))
The abstract strategy game Quoridor is surprisingly deep for its simple rules. The object of the game is to advance your pawn to the opposite edge of the board. On your turn you may either move your pawn or place a wall. You may hinder your opponent with wall placement, but not completely block them off. Meanwhile, they are trying to do the same to you. The first pawn to reach the opposite side wins. The game has 2 players
(game "Quoridor" (players 2) (equipment {(board (square 9)) (piece "Pawn" Each (or (move Step Orthogonal (to if:(and (is Empty (to)) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(from)) (sites Incident Edge of:Cell at:(to))))))))) (move Hop Orthogonal (between if:(is Enemy (who at:(between)))) (to if:(and {(is Empty (to)) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(from)) (sites Incident Edge of:Cell at:(between)))))) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(between)) (sites Incident Edge of:Cell at:(to))))))}))))) (piece "Rectangle" Shared) (hand Each) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Rectangle" (handSite P1) count:10) (place "Rectangle" (handSite P2) count:10) (place "Pawn1" (intersection (sites Bottom) (sites Column (column of:(centrePoint))))) (place "Pawn2" (intersection (sites Top) (sites Column (column of:(centrePoint)))))}) (play (or (do (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to Edge (difference (sites Empty Edge) (sites Outer Edge))))) ifAfterwards:(and {(!= Infinity (count Steps (step Orthogonal (to if:(and (is Empty (to)) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(from)) (sites Incident Edge of:Cell at:(to))))))))) (where "Pawn" P1) (sites P1))) (!= Infinity (count Steps (step Orthogonal (to if:(and (is Empty (to)) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(from)) (sites Incident Edge of:Cell at:(to))))))))) (where "Pawn" P2) (sites P2)))})) (forEach Piece))) (end (if (and (is LastTo Cell) (is In (last To) (sites Mover))) (result Mover Win)))))
###Description The abstract strategy game Quoridor is surprisingly deep for its simple rules. The object of the game is to advance your pawn to the opposite edge of the board. On your turn you may either move your pawn or place a wall. You may hinder your opponent with wall placement, but not completely block them off. Meanwhile, they are trying to do the same to you. The first pawn to reach the opposite side wins. The game has 2 players ###Ludii (game "Quoridor" (players 2) (equipment {(board (square 9)) (piece "Pawn" Each (or (move Step Orthogonal (to if:(and (is Empty (to)) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(from)) (sites Incident Edge of:Cell at:(to))))))))) (move Hop Orthogonal (between if:(is Enemy (who at:(between)))) (to if:(and {(is Empty (to)) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(from)) (sites Incident Edge of:Cell at:(between)))))) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(between)) (sites Incident Edge of:Cell at:(to))))))}))))) (piece "Rectangle" Shared) (hand Each) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Rectangle" (handSite P1) count:10) (place "Rectangle" (handSite P2) count:10) (place "Pawn1" (intersection (sites Bottom) (sites Column (column of:(centrePoint))))) (place "Pawn2" (intersection (sites Top) (sites Column (column of:(centrePoint)))))}) (play (or (do (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to Edge (difference (sites Empty Edge) (sites Outer Edge))))) ifAfterwards:(and {(!= Infinity (count Steps (step Orthogonal (to if:(and (is Empty (to)) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(from)) (sites Incident Edge of:Cell at:(to))))))))) (where "Pawn" P1) (sites P1))) (!= Infinity (count Steps (step Orthogonal (to if:(and (is Empty (to)) (all Sites (sites Occupied by:Shared on:Edge) if:(not (is In (site) (intersection (sites Incident Edge of:Cell at:(from)) (sites Incident Edge of:Cell at:(to))))))))) (where "Pawn" P2) (sites P2)))})) (forEach Piece))) (end (if (and (is LastTo Cell) (is In (last To) (sites Mover))) (result Mover Win)))))
Like regular Chess, but player wins, if any of his pieces reach the last rank of the enemy. Check still applies, but Checkmate only forces to pass.
(game "Reach Chess" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Pawn" Each (or {(move Step Forward (to if:(is Empty (to)))) (move Step (directions {FR FL}) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (or (if (is In (from) (sites Start (piece (what at:(from))))) (move Slide Forward (between (exact 2) if:(is Empty (between))) (to if:(is Empty (to))) (then (set Pending (ahead (last To) Backward))))) (move Step (directions {FR FL}) (to if:(and (is Pending) (= (to) (value Pending)))) (then (remove (ahead (last To) Backward)))))} (then (and (if (is In (last To) (sites Mover "Promotion")) (moveAgain)) (set Counter))))) (piece "Rook" Each (move Slide Orthogonal (to if:(is Enemy (who at:(to))) (apply (remove (to) (then (set Counter))))) (then (if (= (state at:(last To)) 1) (set State at:(last To) 0))))) (piece "King" Each (move Step (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to) (then (set Counter)))))) (then (if (= (state at:(last To)) 1) (set State at:(last To) 0))))) (piece "Bishop" Each (move Slide Diagonal (to if:(is Enemy (who at:(to))) (apply (remove (to) (then (set Counter))))))) (piece "Knight" Each (move Leap {{F F R F} {F F L F}} (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to) (then (set Counter)))))))) (piece "Queen" Each (move Slide (to if:(is Enemy (who at:(to))) (apply (remove (to) (then (set Counter))))))) (map "King" {(pair 1 "E1") (pair 2 "E8")}) (map "RookLeft" {(pair 1 "A1") (pair 2 "A8")}) (map "RookRight" {(pair 1 "H1") (pair 2 "H8")}) (regions "Promotion" P1 (sites Top)) (regions "Promotion" P2 (sites Bottom))}) (rules (start {(place "Pawn1" (sites Row 1)) (place "Pawn2" (sites Row 6)) (place "Rook1" {"A1" "H1"} state:1) (place "Knight1" {"B1" "G1"}) (place "Bishop1" {"C1" "F1"}) (place "Queen1" coord:"D1") (place "King1" coord:"E1" state:1) (place "Rook2" {"A8" "H8"} state:1) (place "Knight2" {"B8" "G8"}) (place "Bishop2" {"C8" "F8"}) (place "Queen2" coord:"D8") (place "King2" coord:"E8" state:1)}) (play (if (is Prev Mover) (move Promote (last To) (piece {"Queen" "Knight" "Bishop" "Rook"}) Mover) (do (or (forEach Piece) (if (and (= (state at:(mapEntry "King" (mover))) 1) (not (is Threatened (id "King" Mover)))) (or (if (and (= (state at:(mapEntry "RookLeft" (mover))) 1) (can Move (slide (from (mapEntry "RookLeft" (mover))) E (between (exact 3) if:(is Empty (to))) (to if:True (apply (set State at:(from) 0)))))) (move Slide (from (mapEntry "King" (mover))) W (between (exact 2) if:(and (is Empty (to)) (not (is Threatened (id "King" Mover) at:(to))))) (to if:True (apply (set State at:(from) 0))) (then (slide (from (mapEntry "RookLeft" (mover))) E (between (exact 3) if:True) (to if:True (apply (set State at:(from) 0))))))) (if (and (= (state at:(mapEntry "RookRight" (mover))) 1) (can Move (slide (from (mapEntry "RookRight" (mover))) W (between (exact 2) if:(is Empty (to))) (to if:True (apply (set State at:(from) 0)))))) (move Slide (from (mapEntry "King" (mover))) E (between (exact 2) if:(and (is Empty (to)) (not (is Threatened (id "King" Mover) at:(to))))) (to if:True (apply (set State at:(from) 0))) (then (slide (from (mapEntry "RookRight" (mover))) W (between (exact 2) if:True) (to if:True (apply (set State at:(from) 0)))))))))) ifAfterwards:(not (is Threatened (id "King" Mover)))))) (end (if (is Connected Mover) (result Mover Win)))))
###Description Like regular Chess, but player wins, if any of his pieces reach the last rank of the enemy. Check still applies, but Checkmate only forces to pass. ###Ludii (game "Reach Chess" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Pawn" Each (or {(move Step Forward (to if:(is Empty (to)))) (move Step (directions {FR FL}) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (or (if (is In (from) (sites Start (piece (what at:(from))))) (move Slide Forward (between (exact 2) if:(is Empty (between))) (to if:(is Empty (to))) (then (set Pending (ahead (last To) Backward))))) (move Step (directions {FR FL}) (to if:(and (is Pending) (= (to) (value Pending)))) (then (remove (ahead (last To) Backward)))))} (then (and (if (is In (last To) (sites Mover "Promotion")) (moveAgain)) (set Counter))))) (piece "Rook" Each (move Slide Orthogonal (to if:(is Enemy (who at:(to))) (apply (remove (to) (then (set Counter))))) (then (if (= (state at:(last To)) 1) (set State at:(last To) 0))))) (piece "King" Each (move Step (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to) (then (set Counter)))))) (then (if (= (state at:(last To)) 1) (set State at:(last To) 0))))) (piece "Bishop" Each (move Slide Diagonal (to if:(is Enemy (who at:(to))) (apply (remove (to) (then (set Counter))))))) (piece "Knight" Each (move Leap {{F F R F} {F F L F}} (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to) (then (set Counter)))))))) (piece "Queen" Each (move Slide (to if:(is Enemy (who at:(to))) (apply (remove (to) (then (set Counter))))))) (map "King" {(pair 1 "E1") (pair 2 "E8")}) (map "RookLeft" {(pair 1 "A1") (pair 2 "A8")}) (map "RookRight" {(pair 1 "H1") (pair 2 "H8")}) (regions "Promotion" P1 (sites Top)) (regions "Promotion" P2 (sites Bottom))}) (rules (start {(place "Pawn1" (sites Row 1)) (place "Pawn2" (sites Row 6)) (place "Rook1" {"A1" "H1"} state:1) (place "Knight1" {"B1" "G1"}) (place "Bishop1" {"C1" "F1"}) (place "Queen1" coord:"D1") (place "King1" coord:"E1" state:1) (place "Rook2" {"A8" "H8"} state:1) (place "Knight2" {"B8" "G8"}) (place "Bishop2" {"C8" "F8"}) (place "Queen2" coord:"D8") (place "King2" coord:"E8" state:1)}) (play (if (is Prev Mover) (move Promote (last To) (piece {"Queen" "Knight" "Bishop" "Rook"}) Mover) (do (or (forEach Piece) (if (and (= (state at:(mapEntry "King" (mover))) 1) (not (is Threatened (id "King" Mover)))) (or (if (and (= (state at:(mapEntry "RookLeft" (mover))) 1) (can Move (slide (from (mapEntry "RookLeft" (mover))) E (between (exact 3) if:(is Empty (to))) (to if:True (apply (set State at:(from) 0)))))) (move Slide (from (mapEntry "King" (mover))) W (between (exact 2) if:(and (is Empty (to)) (not (is Threatened (id "King" Mover) at:(to))))) (to if:True (apply (set State at:(from) 0))) (then (slide (from (mapEntry "RookLeft" (mover))) E (between (exact 3) if:True) (to if:True (apply (set State at:(from) 0))))))) (if (and (= (state at:(mapEntry "RookRight" (mover))) 1) (can Move (slide (from (mapEntry "RookRight" (mover))) W (between (exact 2) if:(is Empty (to))) (to if:True (apply (set State at:(from) 0)))))) (move Slide (from (mapEntry "King" (mover))) E (between (exact 2) if:(and (is Empty (to)) (not (is Threatened (id "King" Mover) at:(to))))) (to if:True (apply (set State at:(from) 0))) (then (slide (from (mapEntry "RookRight" (mover))) W (between (exact 2) if:True) (to if:True (apply (set State at:(from) 0)))))))))) ifAfterwards:(not (is Threatened (id "King" Mover)))))) (end (if (is Connected Mover) (result Mover Win)))))
The game is played on a 5x5 grid where each turn players build a town by placing building pieces up to four levels high. To win the game, players must move one of their two workers to the third level of the town. Beginning turns : The first player places his two workers on the board, then the second does the same. Normal turns : Each turn, the current player moves one of his two workers in an adjacent position (in horizontal, vertical or diagonal, i.e. king chess move) then he places a building tile adjacent to the moved worker (in a horizontal, vertical or diagonal adjacent position). The level of a position (i.e. a grid square) is the number of tiles. Workers can move onto a position with zero, one, two, or three tiles (but not with four tiles) only if the level of the destination position is less than or equal to the level of departure destination plus one. There can be no more than 4 tiles per position. The primary winning condition is to get one of his workers onto the third level (i.e. on a position with three tiles), though players may also win if their opponent is unable to make a move.
(game "Santorini" (players 2) (equipment {(board (square 5)) (hand Each) (map {(pair 0 "SquareLarge0") (pair 1 "SquareSmall0") (pair 2 "Octagon0") (pair 3 "Marker0")}) (piece "Pawn3d" Each (move Step (to if:(and (<= (- (size Stack at:(to)) (topLevel at:(from))) 1) (= (who at:(to)) 0))) (then (moveAgain)))) (piece "SquareLarge" Neutral) (piece "SquareSmall" Neutral) (piece "Octagon" Neutral) (piece "Marker" Neutral)}) (rules (start {(place Stack "Pawn3d1" (handSite P1) count:2) (place Stack "Pawn3d2" (handSite P2) count:2)}) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)) (then (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (moveAgain))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Select (from (sites Around (last To) if:(and (< (size Stack at:(to)) 4) (= (who at:(to)) 0)))) (then (add (piece (mapEntry (size Stack at:(last To)))) (to (last To)) stack:True))) (forEach Piece))))} (end {(if (and (= 3 (topLevel at:(last To))) (= (what at:(last To) level:(topLevel at:(last To))) (id "Pawn3d" Mover))) (result Mover Win)) (if (no Moves P1) (result P2 Win)) (if (no Moves P2) (result P1 Win))})))
###Description The game is played on a 5x5 grid where each turn players build a town by placing building pieces up to four levels high. To win the game, players must move one of their two workers to the third level of the town. Beginning turns : The first player places his two workers on the board, then the second does the same. Normal turns : Each turn, the current player moves one of his two workers in an adjacent position (in horizontal, vertical or diagonal, i.e. king chess move) then he places a building tile adjacent to the moved worker (in a horizontal, vertical or diagonal adjacent position). The level of a position (i.e. a grid square) is the number of tiles. Workers can move onto a position with zero, one, two, or three tiles (but not with four tiles) only if the level of the destination position is less than or equal to the level of departure destination plus one. There can be no more than 4 tiles per position. The primary winning condition is to get one of his workers onto the third level (i.e. on a position with three tiles), though players may also win if their opponent is unable to make a move. ###Ludii (game "Santorini" (players 2) (equipment {(board (square 5)) (hand Each) (map {(pair 0 "SquareLarge0") (pair 1 "SquareSmall0") (pair 2 "Octagon0") (pair 3 "Marker0")}) (piece "Pawn3d" Each (move Step (to if:(and (<= (- (size Stack at:(to)) (topLevel at:(from))) 1) (= (who at:(to)) 0))) (then (moveAgain)))) (piece "SquareLarge" Neutral) (piece "SquareSmall" Neutral) (piece "Octagon" Neutral) (piece "Marker" Neutral)}) (rules (start {(place Stack "Pawn3d1" (handSite P1) count:2) (place Stack "Pawn3d2" (handSite P2) count:2)}) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites Empty)) (then (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (moveAgain))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (move Select (from (sites Around (last To) if:(and (< (size Stack at:(to)) 4) (= (who at:(to)) 0)))) (then (add (piece (mapEntry (size Stack at:(last To)))) (to (last To)) stack:True))) (forEach Piece))))} (end {(if (and (= 3 (topLevel at:(last To))) (= (what at:(last To) level:(topLevel at:(last To))) (id "Pawn3d" Mover))) (result Mover Win)) (if (no Moves P1) (result P2 Win)) (if (no Moves P2) (result P1 Win))})))
9x9 board, with the central square of each side marked, as well as the central space of the board. Two to four players, each player with two pieces. Played with two four-sided dice, marked 1, 3, 4, 6. Throws may be divided as the players see fit between their pieces. Doubles allow another throw. Players start with their pieces on the marked square on their side of the board. Pieces move along a spiraling track, starting in an anti-clockwise direction around the outer edges of the board, then changing to a clockwise direction when reaching the 32nd space in the track, and continuing in this direction in a spiral pattern until reaching the central square. If a player lands on a space occupied by an opponent's piece, the opponent's piece is removed from the board, and the player must throw a double 1 to enter it again on their starting square. Pieces resting on a marked space are safe from being sent to the start. The goal is to reach the central square with both pieces, which must be reached by an exact throw. If a piece is 1, 3, or 4 spaces from the center, the player must throw doubles of that number to reach the goal. The game is played with 4 players.
(game "Saturankam" (players 4) (equipment {(board (square 9) {(track "Track1" "81,4,E,N,W,S,E3,N1,W2,N6,E6,S5,W5,N4,E4,S3,W3,N2,E2,S1,W1" P1 directed:True) (track "Track2" "82,36,S,E,N,W,S3,E1,N2,E6,S6,W5,N5,E4,S4,W3,N3,E2,S2,W1,N1" P2 directed:True) (track "Track3" "83,76,W,S,E,N,W3,S1,E2,S6,W6,N5,E5,S4,W4,N3,E3,S2,W2,N1,E1" P3 directed:True) (track "Track4" "84,44,N,W,S,E,N3,W1,S2,W6,N6,E5,S5,W4,N4,E3,S3,W2,N2,E1,S1" P4 directed:True)}) (dice d:4 faces:{1 3 4 6} num:2) (piece "Marker" Each (if (and (or {(= (trackSite Move from:(from) steps:1) (centrePoint)) (= (trackSite Move from:(from) steps:3) (centrePoint)) (= (trackSite Move from:(from) steps:4) (centrePoint))}) (= (value Player Mover) (count Pips))) (if (and (all DiceEqual) (= (trackSite Move from:(from) steps:(/ (count Pips) 2)) (centrePoint))) (move (from (from)) (to (centrePoint)) (then (and (moveAgain) (set Var "Double" 1))))) (forEach Value min:1 max:(value Player Mover) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(value)) if:True (apply (and (if (and (not (is In (to) (sites "SafeSites"))) (is Enemy (who at:(to)))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level))))))) (if (< 0 (- (value Player Mover) (value))) (and (moveAgain) (set Value Mover (- (value Player Mover) (value)))) (and (set Value Mover 0) (if (all DiceEqual) (and (moveAgain) (set Var "Double" 1)))))))))))) (hand Each) (regions "SafeSites" (sites {4 44 76 36 40})) (map "Entry" {(pair P1 4) (pair P2 36) (pair P3 76) (pair P4 44)})}) (rules (start {(place Stack "Marker1" 4 count:2) (place Stack "Marker2" 36 count:2) (place Stack "Marker3" 76 count:2) (place Stack "Marker4" 44 count:2)}) (play (if (or (= 1 (var "Double")) (not (is Prev Mover))) (do (roll) next:(move Pass (then (and {(set Value Mover (count Pips)) (if (= 1 (var "Double")) (set Var "Double" 0)) (moveAgain)})))) (if (can Move (or (if (and {(is Occupied (handSite Mover)) (all DiceEqual) (= 2 (value Player Mover))}) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)) (then (and (moveAgain) (set Var "Double" 1))))) (forEach Piece))) (or (if (and {(is Occupied (handSite Mover)) (all DiceEqual) (= 2 (value Player Mover))}) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)) (then (and (moveAgain) (set Var "Double" 1))))) (forEach Piece)) (move Pass (then (and (set Var "Double" 0) (set Value Mover 0))))))) (end (if (= 2 (count Pieces Mover in:(sites Centre))) (result Mover Win)))))
###Description 9x9 board, with the central square of each side marked, as well as the central space of the board. Two to four players, each player with two pieces. Played with two four-sided dice, marked 1, 3, 4, 6. Throws may be divided as the players see fit between their pieces. Doubles allow another throw. Players start with their pieces on the marked square on their side of the board. Pieces move along a spiraling track, starting in an anti-clockwise direction around the outer edges of the board, then changing to a clockwise direction when reaching the 32nd space in the track, and continuing in this direction in a spiral pattern until reaching the central square. If a player lands on a space occupied by an opponent's piece, the opponent's piece is removed from the board, and the player must throw a double 1 to enter it again on their starting square. Pieces resting on a marked space are safe from being sent to the start. The goal is to reach the central square with both pieces, which must be reached by an exact throw. If a piece is 1, 3, or 4 spaces from the center, the player must throw doubles of that number to reach the goal. The game is played with 4 players. ###Ludii (game "Saturankam" (players 4) (equipment {(board (square 9) {(track "Track1" "81,4,E,N,W,S,E3,N1,W2,N6,E6,S5,W5,N4,E4,S3,W3,N2,E2,S1,W1" P1 directed:True) (track "Track2" "82,36,S,E,N,W,S3,E1,N2,E6,S6,W5,N5,E4,S4,W3,N3,E2,S2,W1,N1" P2 directed:True) (track "Track3" "83,76,W,S,E,N,W3,S1,E2,S6,W6,N5,E5,S4,W4,N3,E3,S2,W2,N1,E1" P3 directed:True) (track "Track4" "84,44,N,W,S,E,N3,W1,S2,W6,N6,E5,S5,W4,N4,E3,S3,W2,N2,E1,S1" P4 directed:True)}) (dice d:4 faces:{1 3 4 6} num:2) (piece "Marker" Each (if (and (or {(= (trackSite Move from:(from) steps:1) (centrePoint)) (= (trackSite Move from:(from) steps:3) (centrePoint)) (= (trackSite Move from:(from) steps:4) (centrePoint))}) (= (value Player Mover) (count Pips))) (if (and (all DiceEqual) (= (trackSite Move from:(from) steps:(/ (count Pips) 2)) (centrePoint))) (move (from (from)) (to (centrePoint)) (then (and (moveAgain) (set Var "Double" 1))))) (forEach Value min:1 max:(value Player Mover) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(value)) if:True (apply (and (if (and (not (is In (to) (sites "SafeSites"))) (is Enemy (who at:(to)))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level))))))) (if (< 0 (- (value Player Mover) (value))) (and (moveAgain) (set Value Mover (- (value Player Mover) (value)))) (and (set Value Mover 0) (if (all DiceEqual) (and (moveAgain) (set Var "Double" 1)))))))))))) (hand Each) (regions "SafeSites" (sites {4 44 76 36 40})) (map "Entry" {(pair P1 4) (pair P2 36) (pair P3 76) (pair P4 44)})}) (rules (start {(place Stack "Marker1" 4 count:2) (place Stack "Marker2" 36 count:2) (place Stack "Marker3" 76 count:2) (place Stack "Marker4" 44 count:2)}) (play (if (or (= 1 (var "Double")) (not (is Prev Mover))) (do (roll) next:(move Pass (then (and {(set Value Mover (count Pips)) (if (= 1 (var "Double")) (set Var "Double" 0)) (moveAgain)})))) (if (can Move (or (if (and {(is Occupied (handSite Mover)) (all DiceEqual) (= 2 (value Player Mover))}) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)) (then (and (moveAgain) (set Var "Double" 1))))) (forEach Piece))) (or (if (and {(is Occupied (handSite Mover)) (all DiceEqual) (= 2 (value Player Mover))}) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)) (then (and (moveAgain) (set Var "Double" 1))))) (forEach Piece)) (move Pass (then (and (set Var "Double" 0) (set Value Mover 0))))))) (end (if (= 2 (count Pieces Mover in:(sites Centre))) (result Mover Win)))))
Forty stones, arranged in a circle, with a larger gap after every tenth stone. The gaps between the stones are the playing spaces. Two to four players. One stick per player. Three sticks, each with one flat marked side and one round side, used as dice. The throws are as follows: one marked side up = 2; two marked sides up = 3; all marked sides up = 5; no marked sides up =10. Throws of 10 grant the player another throw. Each player starts at one of the larger gaps, and any players facing each other play on a team. Teams play in opposite directions: The player starting from the left or right space moves in a clockwise direction; the player(s) sitting at the top or bottom play anticlockwise). When a player's piece moves past or onto the space occupied by a piece belonging to the opposing team, the opposing team's piece is sent back to the starting space. The first team to circle the board three times wins. The game has 4 players.
(game "Set Dilth'" (players 4) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "Track1" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True P1) (track "Track2" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True P2) (track "Track3" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True P3) (track "Track4" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True P4)} use:Edge) (regions "AllSites" (sites Board)) (map "Throw" {(pair 0 10) (pair 1 2) (pair 2 3) (pair 3 5)}) (map "Start" {(pair 1 37) (pair 2 38) (pair 3 39) (pair 4 36)}) (piece "Stick" Each (move (from (from) level:(level)) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) if:True (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))))) (then (forEach Site (sites Track Mover "Track" from:(trackSite Move from:(last From) "Track" steps:1) to:(last To)) (if (is Enemy (who at:(site))) (forEach Level (site) (move (from (site) level:(level)) (to (mapEntry "Start" (who at:(site) level:(level))))))))))) (dice d:2 from:0 num:3)}) (rules (start {(set Team 1 {P1 P3}) (set Team 2 {P2 P4}) (place Stack "Stick1" 37) (place Stack "Stick2" 38) (place Stack "Stick3" 39) (place Stack "Stick4" 36)}) (play (do (roll) next:(forEach Piece) (then (do (if (is In (mapEntry "Start" Mover) (sites Track Mover "Track" from:(trackSite Move from:(last From) "Track" steps:1) to:(last To))) (addScore Mover 1) (then (if (= (score Mover) 3) (remove (last To))))) next:(if (and (!= 3 (score Mover)) (= 10 (mapEntry "Throw" (count Pips)))) (moveAgain)))))) (end (if (>= (score Mover) 4) (result Mover Win)))))
###Description Forty stones, arranged in a circle, with a larger gap after every tenth stone. The gaps between the stones are the playing spaces. Two to four players. One stick per player. Three sticks, each with one flat marked side and one round side, used as dice. The throws are as follows: one marked side up = 2; two marked sides up = 3; all marked sides up = 5; no marked sides up =10. Throws of 10 grant the player another throw. Each player starts at one of the larger gaps, and any players facing each other play on a team. Teams play in opposite directions: The player starting from the left or right space moves in a clockwise direction; the player(s) sitting at the top or bottom play anticlockwise). When a player's piece moves past or onto the space occupied by a piece belonging to the opposing team, the opposing team's piece is sent back to the starting space. The first team to circle the board three times wins. The game has 4 players. ###Ludii (game "Set Dilth'" (players 4) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "Track1" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True P1) (track "Track2" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True P2) (track "Track3" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True P3) (track "Track4" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True P4)} use:Edge) (regions "AllSites" (sites Board)) (map "Throw" {(pair 0 10) (pair 1 2) (pair 2 3) (pair 3 5)}) (map "Start" {(pair 1 37) (pair 2 38) (pair 3 39) (pair 4 36)}) (piece "Stick" Each (move (from (from) level:(level)) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) if:True (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))))) (then (forEach Site (sites Track Mover "Track" from:(trackSite Move from:(last From) "Track" steps:1) to:(last To)) (if (is Enemy (who at:(site))) (forEach Level (site) (move (from (site) level:(level)) (to (mapEntry "Start" (who at:(site) level:(level))))))))))) (dice d:2 from:0 num:3)}) (rules (start {(set Team 1 {P1 P3}) (set Team 2 {P2 P4}) (place Stack "Stick1" 37) (place Stack "Stick2" 38) (place Stack "Stick3" 39) (place Stack "Stick4" 36)}) (play (do (roll) next:(forEach Piece) (then (do (if (is In (mapEntry "Start" Mover) (sites Track Mover "Track" from:(trackSite Move from:(last From) "Track" steps:1) to:(last To))) (addScore Mover 1) (then (if (= (score Mover) 3) (remove (last To))))) next:(if (and (!= 3 (score Mover)) (= 10 (mapEntry "Throw" (count Pips)))) (moveAgain)))))) (end (if (>= (score Mover) 4) (result Mover Win)))))
Forty stones arranged in a circle, with a larger gap after every tenth stone, the spaces between the stones are the playing spaces. Four or six players, played on two teams, with two sticks per team, starting in one of the gaps. Three sticks, round on one side and flat on the other, used as dice. The throws are as follows: three round sides = 10; two round sides = 2; one round side = 3; three flat sides = 5. A throw of 10 grants the player another throw. Pieces move according to the throws in opposite directions around the board. The team to get their pieces to the starting gap wins. The game has 6 players.
(game "Setichch" (players 6) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (regions "AllSites" (sites Board)) (piece "Stick" P1) (piece "Stick" P2) (dice d:2 from:0 num:3) (hand Each) (map "Throw" {(pair 0 5) (pair 1 3) (pair 2 2) (pair 3 10)})}) (rules (start {(place Stack "Stick1" Edge 36 count:2) (place Stack "Stick2" Edge 38 count:2) (set Team 1 {P1 P3 P5}) (set Team 2 {P2 P4 P6})}) (play (do (roll) next:(if (is In (mover) (players Team1)) (move (from (sites Occupied by:Team1)) (to (trackSite Move "TrackCW" steps:(mapEntry "Throw" (count Pips))) if:(not (is Enemy (who at:(to)))))) (move (from (sites Occupied by:Team2)) (to (trackSite Move "TrackCCW" steps:(mapEntry "Throw" (count Pips))) if:(not (is Enemy (who at:(to))))))) (then (if (= 10 (mapEntry "Throw" (count Pips))) (moveAgain))))) (end {(if (and {(is In (mover) (players Team1)) (= 1 (count Sites in:(sites Occupied by:Team1))) (= 36 (where "Stick" Team1))}) (result Team1 Win)) (if (and {(is In (mover) (players Team2)) (= 1 (count Sites in:(sites Occupied by:Team2))) (= 38 (where "Stick" Team2))}) (result Team2 Win))})))
###Description Forty stones arranged in a circle, with a larger gap after every tenth stone, the spaces between the stones are the playing spaces. Four or six players, played on two teams, with two sticks per team, starting in one of the gaps. Three sticks, round on one side and flat on the other, used as dice. The throws are as follows: three round sides = 10; two round sides = 2; one round side = 3; three flat sides = 5. A throw of 10 grants the player another throw. Pieces move according to the throws in opposite directions around the board. The team to get their pieces to the starting gap wins. The game has 6 players. ###Ludii (game "Setichch" (players 6) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (regions "AllSites" (sites Board)) (piece "Stick" P1) (piece "Stick" P2) (dice d:2 from:0 num:3) (hand Each) (map "Throw" {(pair 0 5) (pair 1 3) (pair 2 2) (pair 3 10)})}) (rules (start {(place Stack "Stick1" Edge 36 count:2) (place Stack "Stick2" Edge 38 count:2) (set Team 1 {P1 P3 P5}) (set Team 2 {P2 P4 P6})}) (play (do (roll) next:(if (is In (mover) (players Team1)) (move (from (sites Occupied by:Team1)) (to (trackSite Move "TrackCW" steps:(mapEntry "Throw" (count Pips))) if:(not (is Enemy (who at:(to)))))) (move (from (sites Occupied by:Team2)) (to (trackSite Move "TrackCCW" steps:(mapEntry "Throw" (count Pips))) if:(not (is Enemy (who at:(to))))))) (then (if (= 10 (mapEntry "Throw" (count Pips))) (moveAgain))))) (end {(if (and {(is In (mover) (players Team1)) (= 1 (count Sites in:(sites Occupied by:Team1))) (= 36 (where "Stick" Team1))}) (result Team1 Win)) (if (and {(is In (mover) (players Team2)) (= 1 (count Sites in:(sites Occupied by:Team2))) (= 38 (where "Stick" Team2))}) (result Team2 Win))})))
86 spaces in a spiral track. Any number of players, each having one piece, which starts on the first space in the outer ring of the spiral. A lump of charcoal, the Ghoula, also is placed on this space. Four sticks, with one green side and one white side, used as dice. The throws are as follows: One white side up = 1, this throw is known as "sig"; two white sides up = 0; three white sides up = 3; four white sides up = 4; all green sides up = 6. Throws of sig, 6, and 4 grant the player another throw. Players move their pieces along the track toward the central space. when they reach the sixth space from the end, they must make seven throws of sig before moving on, moving to the sixteenth spot on the seventh throw. After reaching the next spot, only throws of sig and 3 are used; sig to move one space, and 3 to move the Ghoula three spaces. When players reach the central space, Players control the Ghoula. When controlling the Ghoula, throws of 0 count as 6. Any pieces which have not moved from the starting space when the Ghoula is first moved are dragged with the Ghoula, and then may move normally on their next turn. The Ghoula, when reaching a space occupied by a player, continues their turn dragging the player back to the starting space. A player that is forced back to the starting space by any means loses. All players reaching the central space of the board win. The game has 4 players.
(game "Sig wa Duqqan (Houmt Taourit)" (players 4) (equipment {(board (spiral turns:5 sites:86) {(track "Track" {85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5} directed:True) (track "ExtensionTrack" {4 3 2 1 0} directed:True) (track "GhoulaTrack" {86 85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5} directed:True) (track "ReverseGhoulaTrack" {5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85} directed:True)} use:Vertex) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 0) (pair 3 1) (pair 4 6)}) (piece "Stick" Each (if (= (from) 5) (if (= (state at:(from) level:(level)) 7) (move (from (from) level:(level)) (to 4)) (if (= (mapEntry "Throw" (count Pips)) 1) (move Select (from (from) level:(level)) (then (set State at:(last To) level:(last LevelTo) (+ 1 (state at:(last To) level:(last LevelTo)))))))) (if (is In (from) (sites Track "Track")) (move (from (from) level:(level)) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True)) (if (is In (from) (sites Track "ExtensionTrack")) (or {(if (and (!= (from) 0) (= (mapEntry "Throw" (count Pips)) 1)) (move (from (from) level:(level)) (to (trackSite Move "ExtensionTrack" steps:1)))) (if (= (from) 0) (move Pass (then (and (if (= 0 (mapEntry "Throw" (count Pips))) (set Var 6) (set Var (mapEntry "Throw" (count Pips)))) (moveAgain)))) (if (= 3 (mapEntry "Throw" (count Pips))) (move Pass (then (and (set Var 3) (moveAgain))))))})))) maxState:7) (piece "Ghoula" Neutral) (hand P1 size:1)}) (rules (start {(place Stack "Ghoula0" 86) (place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} 85)}) (play (do (if (<= (var) 0) (roll)) next:(if (> (var) 0) (if (= 1 (size Stack at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (move (from (if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)) level:(where Level "Ghoula" Neutral at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (to (trackSite Move from:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)) "GhoulaTrack" steps:1))) (move (from (if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)) level:(where Level "Ghoula" Neutral at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (to (trackSite Move from:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)) "ReverseGhoulaTrack" steps:1)) (then (if (= (last From) 84) (forEach Level (last From) FromTop (remove (last From) level:(level))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (and (= 1 (size Stack at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (= 5 (if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (set Var 0) (and (if (> (var) 1) (moveAgain)) (set Var (- (var) 1)))))) (if (!= 0 (mapEntry "Throw" (count Pips))) (forEach Piece))) (then (if (is In (mapEntry "Throw" (count Pips)) (sites {1 6 4})) (moveAgain))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (forEach Player if:(and (= 1 (size Stack at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (= 5 (if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (result Player Win))})))
###Description 86 spaces in a spiral track. Any number of players, each having one piece, which starts on the first space in the outer ring of the spiral. A lump of charcoal, the Ghoula, also is placed on this space. Four sticks, with one green side and one white side, used as dice. The throws are as follows: One white side up = 1, this throw is known as "sig"; two white sides up = 0; three white sides up = 3; four white sides up = 4; all green sides up = 6. Throws of sig, 6, and 4 grant the player another throw. Players move their pieces along the track toward the central space. when they reach the sixth space from the end, they must make seven throws of sig before moving on, moving to the sixteenth spot on the seventh throw. After reaching the next spot, only throws of sig and 3 are used; sig to move one space, and 3 to move the Ghoula three spaces. When players reach the central space, Players control the Ghoula. When controlling the Ghoula, throws of 0 count as 6. Any pieces which have not moved from the starting space when the Ghoula is first moved are dragged with the Ghoula, and then may move normally on their next turn. The Ghoula, when reaching a space occupied by a player, continues their turn dragging the player back to the starting space. A player that is forced back to the starting space by any means loses. All players reaching the central space of the board win. The game has 4 players. ###Ludii (game "Sig wa Duqqan (Houmt Taourit)" (players 4) (equipment {(board (spiral turns:5 sites:86) {(track "Track" {85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5} directed:True) (track "ExtensionTrack" {4 3 2 1 0} directed:True) (track "GhoulaTrack" {86 85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5} directed:True) (track "ReverseGhoulaTrack" {5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85} directed:True)} use:Vertex) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 0) (pair 3 1) (pair 4 6)}) (piece "Stick" Each (if (= (from) 5) (if (= (state at:(from) level:(level)) 7) (move (from (from) level:(level)) (to 4)) (if (= (mapEntry "Throw" (count Pips)) 1) (move Select (from (from) level:(level)) (then (set State at:(last To) level:(last LevelTo) (+ 1 (state at:(last To) level:(last LevelTo)))))))) (if (is In (from) (sites Track "Track")) (move (from (from) level:(level)) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True)) (if (is In (from) (sites Track "ExtensionTrack")) (or {(if (and (!= (from) 0) (= (mapEntry "Throw" (count Pips)) 1)) (move (from (from) level:(level)) (to (trackSite Move "ExtensionTrack" steps:1)))) (if (= (from) 0) (move Pass (then (and (if (= 0 (mapEntry "Throw" (count Pips))) (set Var 6) (set Var (mapEntry "Throw" (count Pips)))) (moveAgain)))) (if (= 3 (mapEntry "Throw" (count Pips))) (move Pass (then (and (set Var 3) (moveAgain))))))})))) maxState:7) (piece "Ghoula" Neutral) (hand P1 size:1)}) (rules (start {(place Stack "Ghoula0" 86) (place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} 85)}) (play (do (if (<= (var) 0) (roll)) next:(if (> (var) 0) (if (= 1 (size Stack at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (move (from (if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)) level:(where Level "Ghoula" Neutral at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (to (trackSite Move from:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)) "GhoulaTrack" steps:1))) (move (from (if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)) level:(where Level "Ghoula" Neutral at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (to (trackSite Move from:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)) "ReverseGhoulaTrack" steps:1)) (then (if (= (last From) 84) (forEach Level (last From) FromTop (remove (last From) level:(level))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (and (= 1 (size Stack at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (= 5 (if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (set Var 0) (and (if (> (var) 1) (moveAgain)) (set Var (- (var) 1)))))) (if (!= 0 (mapEntry "Throw" (count Pips))) (forEach Piece))) (then (if (is In (mapEntry "Throw" (count Pips)) (sites {1 6 4})) (moveAgain))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (forEach Player if:(and (= 1 (size Stack at:(if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (= 5 (if (!= (where "Ghoula" Neutral) -1) (where "Ghoula" Neutral) (handSite P1)))) (result Player Win))})))
4x4 board, with an extension of four squares extending from the left of the bottom row. Two or more players, each with one piece. A piece of charcoal plays the part of the Ghoula. Four sticks, with one green side and one white side, used as dice. The throws are as follows: One white side up = 1, this throw is known as "sig"; two white sides up = 0; three white sides up = 3; four white sides up = 4; all green sides up = 6. Throws of sig, 6, and 4 grant the player another throw. All pieces begin on the top left square of the grid, proceed in a boustrophedon path down the grid, toward the space at the end of the extension, the Ka'aba. Players must throw a sig to move from the first space. When a player reaches the fifteenth space in the track, they must make seven throws of sig before moving on, moving to the sixteenth spot on the seventh throw. After reaching the sixteenth spot, only throws of sig and 3 are used; sig to move one space, and 3 to move the Ghoula three spaces. The goal for each player is to reach the Ka'aba. Upon reaching the Ka'aba, the player continues to throw, all throws used to control the Ghoula, but throws of 0 now counts as 2. The Ghoula, when reaching a space occupied by a player, continues their turn dragging the player back to the starting space. If the Ghoula succeeds in bringing the piece back to the starting space, that player loses. The Ghoula cannot move past the fifteenth space in the track. The game has 4 players.
(game "Sig wa Duqqan (Houmt al-Arbah)" (players 4) (equipment {(board (merge {(shift -4 0 (rectangle 1 4)) (square 4) (shift -4 3 (square 1))}) {(track "Track" "16,E,S1,W,S1,E,S1,W2" directed:True) (track "ExtensionTrack" "4,W" directed:True) (track "GhoulaTrack" "20,16,E,S1,W,S1,E,S1,W2" directed:True) (track "ReverseGhoulaTrack" "6,E,N1,W,N1,E,N1,W" directed:True)}) (piece "Ghoula" Neutral) (piece "Stick" Each (if (= (from) 6) (if (= (state at:(from) level:(level)) 8) (move (from (from) level:(level)) (to 4)) (if (= (mapEntry "Throw" (count Pips)) 1) (move Select (from (from) level:(level)) (then (set State at:(last To) level:(last LevelTo) (+ 1 (state at:(last To) level:(last LevelTo)))))))) (if (is In (from) (sites Track "Track")) (move (from (from) level:(level) if:(if (<= 1 (state at:(from) level:(level))) True (= (mapEntry "Throw" (count Pips)) 1))) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True) (then (if (not (<= 1 (state at:(last To) level:(topLevel at:(last To))))) (set State at:(last To) level:(topLevel at:(last To)) 1)))) (if (is In (from) (sites Track "ExtensionTrack")) (or {(if (and (!= (from) 0) (= (mapEntry "Throw" (count Pips)) 1)) (move (from (from) level:(level)) (to (trackSite Move "ExtensionTrack" steps:1)))) (if (= (from) 0) (move Pass (then (and (if (= 0 (mapEntry "Throw" (count Pips))) (set Var 2) (set Var (mapEntry "Throw" (count Pips)))) (moveAgain)))) (if (= 3 (mapEntry "Throw" (count Pips))) (move Pass (then (and (set Var 3) (moveAgain))))))})))) maxState:8) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 0) (pair 3 1) (pair 4 6)})}) (rules (start {(place Stack "Ghoula0" 20) (place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} 16)}) (play (do (if (<= (var) 0) (roll)) next:(if (> (var) 0) (if (= 1 (size Stack at:(where "Ghoula" Neutral))) (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "GhoulaTrack" steps:1))) (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "ReverseGhoulaTrack" steps:1)) (then (if (= (last From) 17) (forEach Level (last From) FromTop (remove (last From) level:(level))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (and (= 1 (size Stack at:(where "Ghoula" Neutral))) (= 6 (where "Ghoula" Neutral))) (set Var 0) (and (if (> (var) 1) (moveAgain)) (set Var (- (var) 1)))))) (if (!= 0 (mapEntry "Throw" (count Pips))) (forEach Piece))) (then (if (is In (mapEntry "Throw" (count Pips)) (sites {1 6 4})) (moveAgain))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (forEach Player if:(and (= 1 (size Stack at:(where "Ghoula" Neutral))) (= 6 (where "Ghoula" Neutral))) (result Player Win))})))
###Description 4x4 board, with an extension of four squares extending from the left of the bottom row. Two or more players, each with one piece. A piece of charcoal plays the part of the Ghoula. Four sticks, with one green side and one white side, used as dice. The throws are as follows: One white side up = 1, this throw is known as "sig"; two white sides up = 0; three white sides up = 3; four white sides up = 4; all green sides up = 6. Throws of sig, 6, and 4 grant the player another throw. All pieces begin on the top left square of the grid, proceed in a boustrophedon path down the grid, toward the space at the end of the extension, the Ka'aba. Players must throw a sig to move from the first space. When a player reaches the fifteenth space in the track, they must make seven throws of sig before moving on, moving to the sixteenth spot on the seventh throw. After reaching the sixteenth spot, only throws of sig and 3 are used; sig to move one space, and 3 to move the Ghoula three spaces. The goal for each player is to reach the Ka'aba. Upon reaching the Ka'aba, the player continues to throw, all throws used to control the Ghoula, but throws of 0 now counts as 2. The Ghoula, when reaching a space occupied by a player, continues their turn dragging the player back to the starting space. If the Ghoula succeeds in bringing the piece back to the starting space, that player loses. The Ghoula cannot move past the fifteenth space in the track. The game has 4 players. ###Ludii (game "Sig wa Duqqan (Houmt al-Arbah)" (players 4) (equipment {(board (merge {(shift -4 0 (rectangle 1 4)) (square 4) (shift -4 3 (square 1))}) {(track "Track" "16,E,S1,W,S1,E,S1,W2" directed:True) (track "ExtensionTrack" "4,W" directed:True) (track "GhoulaTrack" "20,16,E,S1,W,S1,E,S1,W2" directed:True) (track "ReverseGhoulaTrack" "6,E,N1,W,N1,E,N1,W" directed:True)}) (piece "Ghoula" Neutral) (piece "Stick" Each (if (= (from) 6) (if (= (state at:(from) level:(level)) 8) (move (from (from) level:(level)) (to 4)) (if (= (mapEntry "Throw" (count Pips)) 1) (move Select (from (from) level:(level)) (then (set State at:(last To) level:(last LevelTo) (+ 1 (state at:(last To) level:(last LevelTo)))))))) (if (is In (from) (sites Track "Track")) (move (from (from) level:(level) if:(if (<= 1 (state at:(from) level:(level))) True (= (mapEntry "Throw" (count Pips)) 1))) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True) (then (if (not (<= 1 (state at:(last To) level:(topLevel at:(last To))))) (set State at:(last To) level:(topLevel at:(last To)) 1)))) (if (is In (from) (sites Track "ExtensionTrack")) (or {(if (and (!= (from) 0) (= (mapEntry "Throw" (count Pips)) 1)) (move (from (from) level:(level)) (to (trackSite Move "ExtensionTrack" steps:1)))) (if (= (from) 0) (move Pass (then (and (if (= 0 (mapEntry "Throw" (count Pips))) (set Var 2) (set Var (mapEntry "Throw" (count Pips)))) (moveAgain)))) (if (= 3 (mapEntry "Throw" (count Pips))) (move Pass (then (and (set Var 3) (moveAgain))))))})))) maxState:8) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 0) (pair 3 1) (pair 4 6)})}) (rules (start {(place Stack "Ghoula0" 20) (place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} 16)}) (play (do (if (<= (var) 0) (roll)) next:(if (> (var) 0) (if (= 1 (size Stack at:(where "Ghoula" Neutral))) (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "GhoulaTrack" steps:1))) (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "ReverseGhoulaTrack" steps:1)) (then (if (= (last From) 17) (forEach Level (last From) FromTop (remove (last From) level:(level))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (and (= 1 (size Stack at:(where "Ghoula" Neutral))) (= 6 (where "Ghoula" Neutral))) (set Var 0) (and (if (> (var) 1) (moveAgain)) (set Var (- (var) 1)))))) (if (!= 0 (mapEntry "Throw" (count Pips))) (forEach Piece))) (then (if (is In (mapEntry "Throw" (count Pips)) (sites {1 6 4})) (moveAgain))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (forEach Player if:(and (= 1 (size Stack at:(where "Ghoula" Neutral))) (= 6 (where "Ghoula" Neutral))) (result Player Win))})))
5x5 board, with an X in the central square of each side of the board, as well as the central square of the board. Two players. Two pieces per player. Four cowrie shells used as dice. Throws have the value of the number of mouths that land face up, with no mouths up = 8. Players start on opposite sides of the board, the first point on their track being the marked square on that side. Players move in an anti-clockwise direction around the board, until reaching the space before the starting space, at which point they move into the space above it, and proceed around the inner part of the board in a clockwise direction, until below the central square. Players enter a piece with a throw of 1. Throws of 1 or 8 give the player another turn. When a player's piece lands on the same space as a space with an opponent's piece, the opponent's piece is removed from the board and must enter again, and the player causing this receives another throw. Pieces resting on a marked square cannot be sent back to start. To reach the central space, the player must throw the exact number required. The first player to move both pieces to the central space first wins.
(game "Siga (Sri Lanka)" (players 2) (equipment {(board (square 5) {(track "Track1" "2,E,N,W,S,E1,N3,E2,S2,W1,N1" P1 directed:True) (track "Track2" "22,W,S,E,N,W1,S3,W2,N2,E1,S1" P2 directed:True)}) (piece "Marker" Each (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (and (not (is In (to) (sites "SafeSites"))) (is Enemy (who at:(to)))) (and (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))) (moveAgain))))))) (hand Each) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 8) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4)}) (map "Entry" {(pair P1 2) (pair P2 22)}) (regions "SafeSites" (sites {2 10 12 14 22}))}) (rules (start {(place Stack "Marker1" (handSite P1) count:2) (place Stack "Marker2" (handSite P2) count:2)}) (play (do (roll) next:(or (if (and (is Occupied (handSite Mover)) (= (mapEntry "Throw" (count Pips)) 1)) (move (from (handSite Mover)) (to (mapEntry "Entry" (mover))))) (forEach Piece)) (then (if (is In (mapEntry "Throw" (count Pips)) (sites {1 8})) (moveAgain))))) (end (if (and (= 1 (count Sites in:(sites Occupied by:Mover top:False))) (is In (centrePoint) (sites Occupied by:Mover top:False))) (result Mover Win)))))
###Description 5x5 board, with an X in the central square of each side of the board, as well as the central square of the board. Two players. Two pieces per player. Four cowrie shells used as dice. Throws have the value of the number of mouths that land face up, with no mouths up = 8. Players start on opposite sides of the board, the first point on their track being the marked square on that side. Players move in an anti-clockwise direction around the board, until reaching the space before the starting space, at which point they move into the space above it, and proceed around the inner part of the board in a clockwise direction, until below the central square. Players enter a piece with a throw of 1. Throws of 1 or 8 give the player another turn. When a player's piece lands on the same space as a space with an opponent's piece, the opponent's piece is removed from the board and must enter again, and the player causing this receives another throw. Pieces resting on a marked square cannot be sent back to start. To reach the central space, the player must throw the exact number required. The first player to move both pieces to the central space first wins. ###Ludii (game "Siga (Sri Lanka)" (players 2) (equipment {(board (square 5) {(track "Track1" "2,E,N,W,S,E1,N3,E2,S2,W1,N1" P1 directed:True) (track "Track2" "22,W,S,E,N,W1,S3,W2,N2,E1,S1" P2 directed:True)}) (piece "Marker" Each (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (and (not (is In (to) (sites "SafeSites"))) (is Enemy (who at:(to)))) (and (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))) (moveAgain))))))) (hand Each) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 8) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4)}) (map "Entry" {(pair P1 2) (pair P2 22)}) (regions "SafeSites" (sites {2 10 12 14 22}))}) (rules (start {(place Stack "Marker1" (handSite P1) count:2) (place Stack "Marker2" (handSite P2) count:2)}) (play (do (roll) next:(or (if (and (is Occupied (handSite Mover)) (= (mapEntry "Throw" (count Pips)) 1)) (move (from (handSite Mover)) (to (mapEntry "Entry" (mover))))) (forEach Piece)) (then (if (is In (mapEntry "Throw" (count Pips)) (sites {1 8})) (moveAgain))))) (end (if (and (= 1 (count Sites in:(sites Occupied by:Mover top:False))) (is In (centrePoint) (sites Occupied by:Mover top:False))) (result Mover Win)))))
Spiral board of any number of spaces, rendered as holes in the sand. The first space is a mound. Any number of players. One piece per player, and one piece, the "bankor," all of which begin on the first space on the outer ring of the spiral. Four sticks, with one green and one white side, used as dice. The throws are as follows: One white side up = 1; two white sides up = 0, or 8 when playing as the bankor; three white sides up = 3; four white sides up = 4; four green sides up = 6. A player must throw a 1 to begin moving their piece. Pieces proceed along the spiral toward the central spot. The first player to reach the spot allows the other players three turns, and then begins playing as the bankor. When the bankor overtakes another player's piece, it drags them with it. When the bankor reaches the penultimate spot, the players it is dragging with them loses. The game has 4 players.
(game "Sik" (players 4) (equipment {(board (spiral turns:5 sites:86) {(track "Track" {85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0} directed:True)} use:Vertex) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 0) (pair 3 1) (pair 4 6)}) (piece "Stick" Each (move (from (from) level:(level) if:(or (= 1 (state at:(from) level:(level))) (= (mapEntry "Throw" (count Pips)) 1))) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True) (then (if (!= 1 (state at:(last To) level:(last LevelTo))) (set State at:(last To) level:(last LevelTo) 1))))) (piece "Bankor" Neutral)}) (rules (start {(place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} 85) (place Stack "Bankor0" 85)}) (play (do (roll) next:(if (= 0 (where "Stick" Mover)) (if (< (value Player Mover) 2) (move Pass (then (set Value Mover (+ 1 (value Player Mover))))) (if (or (= (mover) (state at:(where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral)))) (= 0 (state at:(where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral))))) (if (!= 0 (mapEntry "Throw" (count Pips))) (move (from (where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral))) (to (trackSite Move from:(where "Bankor" Neutral) "Track" steps:(mapEntry "Throw" (count Pips)))) (then (and (if (!= (mover) (state at:(where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral)))) (set State at:(where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral)) (mover))) (if (= (last To) 0) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (if (!= (site) (last To)) (forEach Level (site) FromTop (remove (site) level:(level))))) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (if (!= (site) (last To)) (forEach Level (site) FromTop (fromTo (from (site) level:(level)) (to (last To))))))))))))) (if (!= 0 (mapEntry "Throw" (count Pips))) (forEach Piece))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (forEach Player if:(or (= (where "Bankor" Neutral) 0) (and (is Occupied 0) (>= 1 (count Sites in:(difference (sites Occupied by:All) (where "Bankor" Neutral)))))) (result Player Win))})))
###Description Spiral board of any number of spaces, rendered as holes in the sand. The first space is a mound. Any number of players. One piece per player, and one piece, the "bankor," all of which begin on the first space on the outer ring of the spiral. Four sticks, with one green and one white side, used as dice. The throws are as follows: One white side up = 1; two white sides up = 0, or 8 when playing as the bankor; three white sides up = 3; four white sides up = 4; four green sides up = 6. A player must throw a 1 to begin moving their piece. Pieces proceed along the spiral toward the central spot. The first player to reach the spot allows the other players three turns, and then begins playing as the bankor. When the bankor overtakes another player's piece, it drags them with it. When the bankor reaches the penultimate spot, the players it is dragging with them loses. The game has 4 players. ###Ludii (game "Sik" (players 4) (equipment {(board (spiral turns:5 sites:86) {(track "Track" {85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0} directed:True)} use:Vertex) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 0) (pair 3 1) (pair 4 6)}) (piece "Stick" Each (move (from (from) level:(level) if:(or (= 1 (state at:(from) level:(level))) (= (mapEntry "Throw" (count Pips)) 1))) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True) (then (if (!= 1 (state at:(last To) level:(last LevelTo))) (set State at:(last To) level:(last LevelTo) 1))))) (piece "Bankor" Neutral)}) (rules (start {(place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} 85) (place Stack "Bankor0" 85)}) (play (do (roll) next:(if (= 0 (where "Stick" Mover)) (if (< (value Player Mover) 2) (move Pass (then (set Value Mover (+ 1 (value Player Mover))))) (if (or (= (mover) (state at:(where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral)))) (= 0 (state at:(where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral))))) (if (!= 0 (mapEntry "Throw" (count Pips))) (move (from (where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral))) (to (trackSite Move from:(where "Bankor" Neutral) "Track" steps:(mapEntry "Throw" (count Pips)))) (then (and (if (!= (mover) (state at:(where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral)))) (set State at:(where "Bankor" Neutral) level:(where Level "Bankor" Neutral at:(where "Bankor" Neutral)) (mover))) (if (= (last To) 0) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (if (!= (site) (last To)) (forEach Level (site) FromTop (remove (site) level:(level))))) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (if (!= (site) (last To)) (forEach Level (site) FromTop (fromTo (from (site) level:(level)) (to (last To))))))))))))) (if (!= 0 (mapEntry "Throw" (count Pips))) (forEach Piece))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (forEach Player if:(or (= (where "Bankor" Neutral) 0) (and (is Occupied 0) (>= 1 (count Sites in:(difference (sites Occupied by:All) (where "Bankor" Neutral)))))) (result Player Win))})))
5x5 grid, with six spaces extending from the central row; the final three of this extension rendered as rectangles rather than squares (Cairo, Medina, and Mecca, in that order). The central square of the grid is marked with a circle (the Minaret). Any number of players. Three pieces per player, a father, a mother, and an angel. Six sticks, black on one side and white on the other, used as dice. The throws are as follows: Five of any color plus one of the other color (known as "sir") = 1, plus an extra throw; six white = an extra throw, and the player moves the number of white faces; six black = three extra throws, and the player moves the number of white faces up. Any other throws = 0. The angel moves double the values of these throws. The father begins on the top left corner space, the angel on the next space below it, and the mother on the space below the angel. Players move vertically in a boustrophedon track in the main grid, and when reaching the bottom right corner they progress into the extended row. Players must throw sir to enter the Minaret, and then another sir to exit it. To progress into the first three spaces of the extended row, a player must throw a sir to move one space. To enter each of the three final spaces (Cairo, Medina, and Mecca), a player must throw sir three times. Upon entering the extended row, the angel no longer moves double. When a player passes the piece of an opponent, the opponent's piece is sent back to the space where it started. The first player to move their three pieces to Mecca wins. The game has 4 players.
(game "Siryu (Race)" (players 4) (equipment {(board (merge {(rectangle 5 2) (shift 2 -3 (scale 1.2 1 (rectangle 8 1))) (shift 3.2 0 (rectangle 5 2)) (shift 1.6 -6 (scale 2 1 (rectangle 3 1)))}) {(track "FirstTrack" "13,S,E1,N,E1,S1" directed:True) (track "SecondTrack" "6,S1,E1,N,E1,S" directed:True)}) (dice d:2 from:0 num:6) (map "Throw" {(pair 0 6) (pair 1 1) (pair 2 0) (pair 3 0) (pair 4 0) (pair 5 1) (pair 6 6)}) (map "ExtraThrow" {(pair 0 1) (pair 1 1) (pair 2 0) (pair 3 0) (pair 4 0) (pair 5 1) (pair 6 3)}) (piece "Father" Each (if (!= 0 (mapEntry "Throw" (count Pips))) (or {(if (is In (from) (sites Track "FirstTrack")) (move (from (from) level:(level)) (to (trackSite Move "FirstTrack" steps:(mapEntry "Throw" (count Pips))))) (then (forEach Site (sites Track Mover "FirstTrack" from:(trackSite Move from:(last From) "FirstTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10))))))))) (if (is In (from) (sites Track "SecondTrack")) (move (from (from) level:(level)) (to (trackSite Move "SecondTrack" steps:(mapEntry "Throw" (count Pips)))) (then (forEach Site (sites Track Mover "SecondTrack" from:(trackSite Move from:(last From) "SecondTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10)))))))))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 12)) (move (from (from) level:(level)) (to 9))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 9)) (move (from (from) level:(level)) (to 6))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 23)) (move (from (from) level:(level)) (to 2))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 2)) (move (from (from) level:(level)) (to 17))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 17)) (move (from (from) level:(level)) (to 16))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (is In (from) (sites {16 29 30})) (< (state at:(from) level:(level)) 2)}) (move (from (from) level:(level)) (to (from) (apply (set State at:(to) level:(level) (+ 1 (state at:(to) level:(level)))))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 16) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 30 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 30) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 29 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 29) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 28 (apply (set State at:(from) level:(level) 0)))))}))) (piece "Angel" Each (if (!= 0 (* 2 (mapEntry "Throw" (count Pips)))) (or {(if (is In (from) (sites Track "FirstTrack")) (move (from (from) level:(level)) (to (trackSite Move "FirstTrack" steps:(* 2 (mapEntry "Throw" (count Pips)))))) (then (forEach Site (sites Track Mover "FirstTrack" from:(trackSite Move from:(last From) "FirstTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10))))))))) (if (is In (from) (sites Track "SecondTrack")) (move (from (from) level:(level)) (to (trackSite Move "SecondTrack" steps:(* 2 (mapEntry "Throw" (count Pips))))) (then (forEach Site (sites Track Mover "SecondTrack" from:(trackSite Move from:(last From) "SecondTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10)))))))))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 12)) (move (from (from) level:(level)) (to 9))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 9)) (move (from (from) level:(level)) (to 6))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 23)) (move (from (from) level:(level)) (to 2))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 2)) (move (from (from) level:(level)) (to 17))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 17)) (move (from (from) level:(level)) (to 16))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 24)) (move (from (from) level:(level)) (to 2))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (is In (from) (sites {16 29 30})) (< (state at:(from) level:(level)) 2)}) (move (from (from) level:(level)) (to (from) (apply (set State at:(to) level:(level) (+ 1 (state at:(to) level:(level)))))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 16) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 30 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 30) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 29 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 29) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 28 (apply (set State at:(from) level:(level) 0)))))}))) (piece "Mother" Each (if (!= 0 (mapEntry "Throw" (count Pips))) (or {(if (is In (from) (sites Track "FirstTrack")) (move (from (from) level:(level)) (to (trackSite Move "FirstTrack" steps:(mapEntry "Throw" (count Pips))))) (then (forEach Site (sites Track Mover "FirstTrack" from:(trackSite Move from:(last From) "FirstTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10))))))))) (if (is In (from) (sites Track "SecondTrack")) (move (from (from) level:(level)) (to (trackSite Move "SecondTrack" steps:(mapEntry "Throw" (count Pips)))) (then (forEach Site (sites Track Mover "SecondTrack" from:(trackSite Move from:(last From) "SecondTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10)))))))))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 12)) (move (from (from) level:(level)) (to 9))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 9)) (move (from (from) level:(level)) (to 6))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 23)) (move (from (from) level:(level)) (to 2))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 2)) (move (from (from) level:(level)) (to 17))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 17)) (move (from (from) level:(level)) (to 16))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (is In (from) (sites {16 29 30})) (< (state at:(from) level:(level)) 2)}) (move (from (from) level:(level)) (to (from) (apply (set State at:(to) level:(level) (+ 1 (state at:(to) level:(level)))))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 16) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 30 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 30) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 29 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 29) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 28 (apply (set State at:(from) level:(level) 0)))))})))}) (rules (start {(place Stack "Father1" 13) (place Stack "Angel1" 10) (place Stack "Mother1" 7) (place Stack "Father2" 13) (place Stack "Angel2" 10) (place Stack "Mother2" 7) (place Stack "Father3" 13) (place Stack "Angel3" 10) (place Stack "Mother3" 7) (place Stack "Father4" 13) (place Stack "Angel4" 10) (place Stack "Mother4" 7)}) (play (do (roll) next:(forEach Piece) (then (if (!= 0 (mapEntry "ExtraThrow" (count Pips))) (and (if (= 3 (mapEntry "ExtraThrow" (count Pips))) (if (<= (var) 0) (set Var 2) (set Var (+ 2 (var))))) (moveAgain)) (if (> (var) 0) (and (set Var (- (var) 1)) (moveAgain))))))) (end (if (and {(= 28 (where "Angel" Mover)) (= 28 (where "Father" Mover)) (= 28 (where "Mother" Mover))}) (result Mover Win)))))
###Description 5x5 grid, with six spaces extending from the central row; the final three of this extension rendered as rectangles rather than squares (Cairo, Medina, and Mecca, in that order). The central square of the grid is marked with a circle (the Minaret). Any number of players. Three pieces per player, a father, a mother, and an angel. Six sticks, black on one side and white on the other, used as dice. The throws are as follows: Five of any color plus one of the other color (known as "sir") = 1, plus an extra throw; six white = an extra throw, and the player moves the number of white faces; six black = three extra throws, and the player moves the number of white faces up. Any other throws = 0. The angel moves double the values of these throws. The father begins on the top left corner space, the angel on the next space below it, and the mother on the space below the angel. Players move vertically in a boustrophedon track in the main grid, and when reaching the bottom right corner they progress into the extended row. Players must throw sir to enter the Minaret, and then another sir to exit it. To progress into the first three spaces of the extended row, a player must throw a sir to move one space. To enter each of the three final spaces (Cairo, Medina, and Mecca), a player must throw sir three times. Upon entering the extended row, the angel no longer moves double. When a player passes the piece of an opponent, the opponent's piece is sent back to the space where it started. The first player to move their three pieces to Mecca wins. The game has 4 players. ###Ludii (game "Siryu (Race)" (players 4) (equipment {(board (merge {(rectangle 5 2) (shift 2 -3 (scale 1.2 1 (rectangle 8 1))) (shift 3.2 0 (rectangle 5 2)) (shift 1.6 -6 (scale 2 1 (rectangle 3 1)))}) {(track "FirstTrack" "13,S,E1,N,E1,S1" directed:True) (track "SecondTrack" "6,S1,E1,N,E1,S" directed:True)}) (dice d:2 from:0 num:6) (map "Throw" {(pair 0 6) (pair 1 1) (pair 2 0) (pair 3 0) (pair 4 0) (pair 5 1) (pair 6 6)}) (map "ExtraThrow" {(pair 0 1) (pair 1 1) (pair 2 0) (pair 3 0) (pair 4 0) (pair 5 1) (pair 6 3)}) (piece "Father" Each (if (!= 0 (mapEntry "Throw" (count Pips))) (or {(if (is In (from) (sites Track "FirstTrack")) (move (from (from) level:(level)) (to (trackSite Move "FirstTrack" steps:(mapEntry "Throw" (count Pips))))) (then (forEach Site (sites Track Mover "FirstTrack" from:(trackSite Move from:(last From) "FirstTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10))))))))) (if (is In (from) (sites Track "SecondTrack")) (move (from (from) level:(level)) (to (trackSite Move "SecondTrack" steps:(mapEntry "Throw" (count Pips)))) (then (forEach Site (sites Track Mover "SecondTrack" from:(trackSite Move from:(last From) "SecondTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10)))))))))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 12)) (move (from (from) level:(level)) (to 9))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 9)) (move (from (from) level:(level)) (to 6))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 23)) (move (from (from) level:(level)) (to 2))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 2)) (move (from (from) level:(level)) (to 17))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 17)) (move (from (from) level:(level)) (to 16))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (is In (from) (sites {16 29 30})) (< (state at:(from) level:(level)) 2)}) (move (from (from) level:(level)) (to (from) (apply (set State at:(to) level:(level) (+ 1 (state at:(to) level:(level)))))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 16) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 30 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 30) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 29 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 29) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 28 (apply (set State at:(from) level:(level) 0)))))}))) (piece "Angel" Each (if (!= 0 (* 2 (mapEntry "Throw" (count Pips)))) (or {(if (is In (from) (sites Track "FirstTrack")) (move (from (from) level:(level)) (to (trackSite Move "FirstTrack" steps:(* 2 (mapEntry "Throw" (count Pips)))))) (then (forEach Site (sites Track Mover "FirstTrack" from:(trackSite Move from:(last From) "FirstTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10))))))))) (if (is In (from) (sites Track "SecondTrack")) (move (from (from) level:(level)) (to (trackSite Move "SecondTrack" steps:(* 2 (mapEntry "Throw" (count Pips))))) (then (forEach Site (sites Track Mover "SecondTrack" from:(trackSite Move from:(last From) "SecondTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10)))))))))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 12)) (move (from (from) level:(level)) (to 9))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 9)) (move (from (from) level:(level)) (to 6))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 23)) (move (from (from) level:(level)) (to 2))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 2)) (move (from (from) level:(level)) (to 17))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 17)) (move (from (from) level:(level)) (to 16))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 24)) (move (from (from) level:(level)) (to 2))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (is In (from) (sites {16 29 30})) (< (state at:(from) level:(level)) 2)}) (move (from (from) level:(level)) (to (from) (apply (set State at:(to) level:(level) (+ 1 (state at:(to) level:(level)))))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 16) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 30 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 30) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 29 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 29) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 28 (apply (set State at:(from) level:(level) 0)))))}))) (piece "Mother" Each (if (!= 0 (mapEntry "Throw" (count Pips))) (or {(if (is In (from) (sites Track "FirstTrack")) (move (from (from) level:(level)) (to (trackSite Move "FirstTrack" steps:(mapEntry "Throw" (count Pips))))) (then (forEach Site (sites Track Mover "FirstTrack" from:(trackSite Move from:(last From) "FirstTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10))))))))) (if (is In (from) (sites Track "SecondTrack")) (move (from (from) level:(level)) (to (trackSite Move "SecondTrack" steps:(mapEntry "Throw" (count Pips)))) (then (forEach Site (sites Track Mover "SecondTrack" from:(trackSite Move from:(last From) "SecondTrack" steps:1) to:(last To)) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (if (= (site) (where "Father" (who at:(site) level:(level)))) 13 (if (= (site) (where "Mother" (who at:(site) level:(level)))) 7 10)))))))))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 12)) (move (from (from) level:(level)) (to 9))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 9)) (move (from (from) level:(level)) (to 6))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 23)) (move (from (from) level:(level)) (to 2))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 2)) (move (from (from) level:(level)) (to 17))) (if (and (= (mapEntry "Throw" (count Pips)) 1) (= (from) 17)) (move (from (from) level:(level)) (to 16))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (is In (from) (sites {16 29 30})) (< (state at:(from) level:(level)) 2)}) (move (from (from) level:(level)) (to (from) (apply (set State at:(to) level:(level) (+ 1 (state at:(to) level:(level)))))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 16) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 30 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 30) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 29 (apply (set State at:(from) level:(level) 0))))) (if (and {(= (mapEntry "Throw" (count Pips)) 1) (= (from) 29) (= 2 (state at:(from) level:(level)))}) (move (from (from) level:(level)) (to 28 (apply (set State at:(from) level:(level) 0)))))})))}) (rules (start {(place Stack "Father1" 13) (place Stack "Angel1" 10) (place Stack "Mother1" 7) (place Stack "Father2" 13) (place Stack "Angel2" 10) (place Stack "Mother2" 7) (place Stack "Father3" 13) (place Stack "Angel3" 10) (place Stack "Mother3" 7) (place Stack "Father4" 13) (place Stack "Angel4" 10) (place Stack "Mother4" 7)}) (play (do (roll) next:(forEach Piece) (then (if (!= 0 (mapEntry "ExtraThrow" (count Pips))) (and (if (= 3 (mapEntry "ExtraThrow" (count Pips))) (if (<= (var) 0) (set Var 2) (set Var (+ 2 (var))))) (moveAgain)) (if (> (var) 0) (and (set Var (- (var) 1)) (moveAgain))))))) (end (if (and {(= 28 (where "Angel" Mover)) (= 28 (where "Father" Mover)) (= 28 (where "Mother" Mover))}) (result Mover Win)))))
When a capture is made, the capturing piece is revealed to the opponent. If an orthogonal move is attempted to a spot with a hidden piece of the opponent, the move is not completed and the enemy piece is revealed. The goal is to reach the opposite side of the board like in Breakthrough.
(game "Sneakthrough" (players 2) (equipment {(board (square 8)) (piece "Pawn" P1 N (or {(move Step Forward (to if:(is Empty (to)))) (move Step Forward (to if:(and (is Enemy (who at:(to))) (is Hidden at:(to) to:Mover))) (then (fromTo (from (last To)) (to (last From)) (then (and {(add (piece (next)) (to (last To))) (set Hidden at:(last To) False to:Next) (set Hidden at:(last To) False to:Mover)}))))) (move Step (directions {FR FL}) (to if:(is Empty (to)) (apply (remove (to))))) (move Step (directions {FR FL}) (to if:(is Enemy (who at:(to))) (apply (remove (to)))) (then (set Hidden at:(last To) to:Next)))})) (piece "Pawn" P2 S (or {(move Step Forward (to if:(is Empty (to)))) (move Step Forward (to if:(and (is Enemy (who at:(to))) (is Hidden at:(to) to:Mover))) (then (fromTo (from (last To)) (to (last From)) (then (and {(add (piece (next)) (to (last To))) (set Hidden at:(last To) False to:Next) (set Hidden at:(last To) False to:Mover)}))))) (move Step (directions {FR FL}) (to if:(is Empty (to)) (apply (remove (to))))) (move Step (directions {FR FL}) (to if:(is Enemy (who at:(to))) (apply (remove (to)))) (then (set Hidden at:(last To) to:Next)))})) (regions P2 (sites Top)) (regions P1 (sites Bottom))}) (rules (start {(place "Pawn1" (expand (sites Bottom))) (place "Pawn2" (expand (sites Top))) (set Hidden (difference (sites Board) (sites Occupied by:P1)) to:P1) (set Hidden (difference (sites Board) (sites Occupied by:P2)) to:P2)}) (play (forEach Piece)) (end (if (not (= (count Sites in:(sites Occupied by:Mover)) (count Sites in:(difference (sites Occupied by:Mover) (sites Next))))) (result Mover Win)))))
###Description When a capture is made, the capturing piece is revealed to the opponent. If an orthogonal move is attempted to a spot with a hidden piece of the opponent, the move is not completed and the enemy piece is revealed. The goal is to reach the opposite side of the board like in Breakthrough. ###Ludii (game "Sneakthrough" (players 2) (equipment {(board (square 8)) (piece "Pawn" P1 N (or {(move Step Forward (to if:(is Empty (to)))) (move Step Forward (to if:(and (is Enemy (who at:(to))) (is Hidden at:(to) to:Mover))) (then (fromTo (from (last To)) (to (last From)) (then (and {(add (piece (next)) (to (last To))) (set Hidden at:(last To) False to:Next) (set Hidden at:(last To) False to:Mover)}))))) (move Step (directions {FR FL}) (to if:(is Empty (to)) (apply (remove (to))))) (move Step (directions {FR FL}) (to if:(is Enemy (who at:(to))) (apply (remove (to)))) (then (set Hidden at:(last To) to:Next)))})) (piece "Pawn" P2 S (or {(move Step Forward (to if:(is Empty (to)))) (move Step Forward (to if:(and (is Enemy (who at:(to))) (is Hidden at:(to) to:Mover))) (then (fromTo (from (last To)) (to (last From)) (then (and {(add (piece (next)) (to (last To))) (set Hidden at:(last To) False to:Next) (set Hidden at:(last To) False to:Mover)}))))) (move Step (directions {FR FL}) (to if:(is Empty (to)) (apply (remove (to))))) (move Step (directions {FR FL}) (to if:(is Enemy (who at:(to))) (apply (remove (to)))) (then (set Hidden at:(last To) to:Next)))})) (regions P2 (sites Top)) (regions P1 (sites Bottom))}) (rules (start {(place "Pawn1" (expand (sites Bottom))) (place "Pawn2" (expand (sites Top))) (set Hidden (difference (sites Board) (sites Occupied by:P1)) to:P1) (set Hidden (difference (sites Board) (sites Occupied by:P2)) to:P2)}) (play (forEach Piece)) (end (if (not (= (count Sites in:(sites Occupied by:Mover)) (count Sites in:(difference (sites Occupied by:Mover) (sites Next))))) (result Mover Win)))))
Each player starts with their five pieces in troughs on their side of the game board, with players sitting perpendicular to one another. When you move a piece, you move it a distance based on the strength indicated in the trough that you're leaving. Once the piece has made its way across the board, you move it back based on the strength on the other side. If you pass over an opposing piece while moving, then that opposing piece must return to its last departing base and your moving piece advances one cell further than where the opposing piece was. To win Squadro, you need to be the first player to make a return trip with four of your five pieces.
(game "Squadro" (players {(player E) (player S)}) (equipment {(board (remove (square 7) vertices:{0 6 42 48}) use:Vertex) (piece "Minus" Each (if (= 3 (state at:(from))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 3)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 3)) (to if:(is Empty (to)))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 2)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 2)) (to if:(is Empty (to))) (then (if (is Enemy (who at:(ahead (last To) (if (= 1 (value Piece at:(last To))) Forward Backward)))) (moveAgain)))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))) (then (if (is Enemy (who at:(ahead (last To) (if (= 1 (value Piece at:(last To))) Forward Backward)))) (moveAgain)))) (move Select (from) (then (moveAgain)))))) (if (= 2 (state at:(from))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 2)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 2)) (to if:(is Empty (to)))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))) (then (if (is Enemy (who at:(ahead (last To) (if (= 1 (value Piece at:(last To))) Forward Backward)))) (moveAgain)))) (move Select (from) (then (moveAgain))))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to)))) (move Select (from) (then (moveAgain))))))) (regions "Home" P1 (sites Left)) (regions "Home" P2 (sites Top)) (regions "OppositeHome" P1 (sites Right)) (regions "OppositeHome" P2 (sites Bottom)) (map {(pair 39 1) (pair 32 3) (pair 25 2) (pair 18 3) (pair 11 1) (pair 0 3) (pair 1 1) (pair 2 2) (pair 3 1) (pair 4 3)})}) (rules (start {(place "Minus1" coord:"A2" state:3 value:1) (place "Minus1" coord:"A3" state:1 value:1) (place "Minus1" coord:"A4" state:2 value:1) (place "Minus1" coord:"A5" state:1 value:1) (place "Minus1" coord:"A6" state:3 value:1) (place "Minus2" coord:"B7" state:1 value:1) (place "Minus2" coord:"C7" state:3 value:1) (place "Minus2" coord:"D7" state:2 value:1) (place "Minus2" coord:"E7" state:3 value:1) (place "Minus2" coord:"F7" state:1 value:1)}) (play (if (is Prev Mover) (move Hop (from (last To)) (between (range 1 (count Columns)) if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to (if (is Mover P1) (coord row:(if (= (value Piece at:(between)) 1) (- (count Rows) 1) 0) column:(column of:(between))) (coord row:(row of:(between)) column:(if (= (value Piece at:(between)) 1) 0 (- (count Columns) 1)))))))) (to if:(is Empty (to)))) (forEach Piece) (then (if (is In (last To) (sites Mover "OppositeHome")) (and (set Value at:(last To) 2) (set State at:(last To) (mapEntry (last To)))) (if (and (!= (last From) (last To)) (is In (last To) (sites Mover "Home"))) (remove (last To))))))) (end (if (= (count Pieces Mover) 1) (result Mover Win)))))
###Description Each player starts with their five pieces in troughs on their side of the game board, with players sitting perpendicular to one another. When you move a piece, you move it a distance based on the strength indicated in the trough that you're leaving. Once the piece has made its way across the board, you move it back based on the strength on the other side. If you pass over an opposing piece while moving, then that opposing piece must return to its last departing base and your moving piece advances one cell further than where the opposing piece was. To win Squadro, you need to be the first player to make a return trip with four of your five pieces. ###Ludii (game "Squadro" (players {(player E) (player S)}) (equipment {(board (remove (square 7) vertices:{0 6 42 48}) use:Vertex) (piece "Minus" Each (if (= 3 (state at:(from))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 3)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 3)) (to if:(is Empty (to)))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 2)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 2)) (to if:(is Empty (to))) (then (if (is Enemy (who at:(ahead (last To) (if (= 1 (value Piece at:(last To))) Forward Backward)))) (moveAgain)))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))) (then (if (is Enemy (who at:(ahead (last To) (if (= 1 (value Piece at:(last To))) Forward Backward)))) (moveAgain)))) (move Select (from) (then (moveAgain)))))) (if (= 2 (state at:(from))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 2)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 2)) (to if:(is Empty (to)))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))) (then (if (is Enemy (who at:(ahead (last To) (if (= 1 (value Piece at:(last To))) Forward Backward)))) (moveAgain)))) (move Select (from) (then (moveAgain))))) (if (can Move (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to))))) (move Slide (if (= 1 (value Piece at:(from))) Forward Backward) (between (exact 1)) (to if:(is Empty (to)))) (move Select (from) (then (moveAgain))))))) (regions "Home" P1 (sites Left)) (regions "Home" P2 (sites Top)) (regions "OppositeHome" P1 (sites Right)) (regions "OppositeHome" P2 (sites Bottom)) (map {(pair 39 1) (pair 32 3) (pair 25 2) (pair 18 3) (pair 11 1) (pair 0 3) (pair 1 1) (pair 2 2) (pair 3 1) (pair 4 3)})}) (rules (start {(place "Minus1" coord:"A2" state:3 value:1) (place "Minus1" coord:"A3" state:1 value:1) (place "Minus1" coord:"A4" state:2 value:1) (place "Minus1" coord:"A5" state:1 value:1) (place "Minus1" coord:"A6" state:3 value:1) (place "Minus2" coord:"B7" state:1 value:1) (place "Minus2" coord:"C7" state:3 value:1) (place "Minus2" coord:"D7" state:2 value:1) (place "Minus2" coord:"E7" state:3 value:1) (place "Minus2" coord:"F7" state:1 value:1)}) (play (if (is Prev Mover) (move Hop (from (last To)) (between (range 1 (count Columns)) if:(is Enemy (who at:(between))) (apply (fromTo (from (between)) (to (if (is Mover P1) (coord row:(if (= (value Piece at:(between)) 1) (- (count Rows) 1) 0) column:(column of:(between))) (coord row:(row of:(between)) column:(if (= (value Piece at:(between)) 1) 0 (- (count Columns) 1)))))))) (to if:(is Empty (to)))) (forEach Piece) (then (if (is In (last To) (sites Mover "OppositeHome")) (and (set Value at:(last To) 2) (set State at:(last To) (mapEntry (last To)))) (if (and (!= (last From) (last To)) (is In (last To) (sites Mover "Home"))) (remove (last To))))))) (end (if (= (count Pieces Mover) 1) (result Mover Win)))))
5x5 board; the central row and column being slightly wider than the others. Two to four players. Four pieces per player. Pieces begin on one of the central squares around the perimeter of the squares; if there are two players, they begin from opposite sides. Four cowrie shells are used as dice, with the count of the throw determined by the number of mouths which land face-up, with none facing up equaling 8. A throw of 4 gives the player another throw. Only the first throw matters for winning extra throws. Pieces move anti-clockwise from their origin point around the perimeter of the square, until they come to the final square before returning to the origin point. They then turn left and proceed around the inner perimeter of squares in a clockwise direction, until the space directly between the origin point and the central square, from which the pieces proceed to the center. When a piece overtakes a piece owned by the opponent, and the opponent's piece is not on one of the central squares of the perimeter, the opponent's pieces are sent back to the origin point, and the player is awarded an extra throw for each piece sent back. The first player to place their four pieces in the center wins. The game is played with 4 players.
(game "Tamman" (players 4) (equipment {(board (merge {(add (merge {(square 2) (shift 4 0 (square 2)) (shift 0 4 (square 2)) (shift 4 4 (square 2))}) edges:{{2 9} {5 12} {8 15} {6 18} {8 20} {15 27} {17 29} {20 27} {23 30} {26 33} {7 19} {16 28}})}) {(track "Track1" "2,E,N,W,S,E1,N3,E2,S2,W1,N1" P1 directed:True) (track "Track2" "6,S,E,N,W,S1,E3,S2,W2,N1,E1" P2 directed:True) (track "Track3" "20,W,S,E,N,W1,S3,W2,N2,E1,S1" P3 directed:True) (track "Track4" "14,N,W,S,E,N1,W3,N2,E2,S1,W1" P4 directed:True)}) (dice d:2 from:0 num:4) (piece "Marker" Each (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (< 1 (mapEntry "Throw" (count Pips))) (forEach Site (sites Track Mover "Track" from:(trackSite Move from:(from) steps:1) to:(trackSite Move from:(from) steps:(- (mapEntry "Throw" (count Pips)) 1))) (if (not (is In (sites "SafeSites"))) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (mapEntry "Entry" (who at:(site) level:(level)))))))))))))) (regions "SafeSites" (sites {2 6 14 20})) (map "Throw" {(pair 0 8) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4)}) (map "Entry" {(pair P1 2) (pair P2 6) (pair P3 20) (pair P4 14)})}) (rules (start {(place Stack "Marker1" 2 count:4) (place Stack "Marker2" 6 count:4) (place Stack "Marker3" 20 count:4) (place Stack "Marker4" 14 count:4)}) (play (do (roll) next:(forEach Piece) (then (if (and (= (mapEntry "Throw" (count Pips)) 4) (not (is Prev Mover))) (moveAgain))))) (end (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites {(centrePoint)}))) (result Mover Win)))))
###Description 5x5 board; the central row and column being slightly wider than the others. Two to four players. Four pieces per player. Pieces begin on one of the central squares around the perimeter of the squares; if there are two players, they begin from opposite sides. Four cowrie shells are used as dice, with the count of the throw determined by the number of mouths which land face-up, with none facing up equaling 8. A throw of 4 gives the player another throw. Only the first throw matters for winning extra throws. Pieces move anti-clockwise from their origin point around the perimeter of the square, until they come to the final square before returning to the origin point. They then turn left and proceed around the inner perimeter of squares in a clockwise direction, until the space directly between the origin point and the central square, from which the pieces proceed to the center. When a piece overtakes a piece owned by the opponent, and the opponent's piece is not on one of the central squares of the perimeter, the opponent's pieces are sent back to the origin point, and the player is awarded an extra throw for each piece sent back. The first player to place their four pieces in the center wins. The game is played with 4 players. ###Ludii (game "Tamman" (players 4) (equipment {(board (merge {(add (merge {(square 2) (shift 4 0 (square 2)) (shift 0 4 (square 2)) (shift 4 4 (square 2))}) edges:{{2 9} {5 12} {8 15} {6 18} {8 20} {15 27} {17 29} {20 27} {23 30} {26 33} {7 19} {16 28}})}) {(track "Track1" "2,E,N,W,S,E1,N3,E2,S2,W1,N1" P1 directed:True) (track "Track2" "6,S,E,N,W,S1,E3,S2,W2,N1,E1" P2 directed:True) (track "Track3" "20,W,S,E,N,W1,S3,W2,N2,E1,S1" P3 directed:True) (track "Track4" "14,N,W,S,E,N1,W3,N2,E2,S1,W1" P4 directed:True)}) (dice d:2 from:0 num:4) (piece "Marker" Each (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (< 1 (mapEntry "Throw" (count Pips))) (forEach Site (sites Track Mover "Track" from:(trackSite Move from:(from) steps:1) to:(trackSite Move from:(from) steps:(- (mapEntry "Throw" (count Pips)) 1))) (if (not (is In (sites "SafeSites"))) (forEach Level (site) FromTop (if (is Enemy (who at:(site) level:(level))) (fromTo (from (site) level:(level)) (to (mapEntry "Entry" (who at:(site) level:(level)))))))))))))) (regions "SafeSites" (sites {2 6 14 20})) (map "Throw" {(pair 0 8) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4)}) (map "Entry" {(pair P1 2) (pair P2 6) (pair P3 20) (pair P4 14)})}) (rules (start {(place Stack "Marker1" 2 count:4) (place Stack "Marker2" 6 count:4) (place Stack "Marker3" 20 count:4) (place Stack "Marker4" 14 count:4)}) (play (do (roll) next:(forEach Piece) (then (if (and (= (mapEntry "Throw" (count Pips)) 4) (not (is Prev Mover))) (moveAgain))))) (end (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites {(centrePoint)}))) (result Mover Win)))))
Forty stones, arranged in a circle, with a larger gap (called a door) after every tenth stone. Two or four players, each player playing with one piece. Each piece begins in one of the doors: north/winter is yellow, west/spring is blue, south/summer is red, east/autumn is white. North and west move anti-clockwise around the circle, south and east move clockwise. Three sticks, red on one side and black on the other, used as dice, the throws are as follows: three red = 10, three black = 5, two red and one black = 3, two black and one red = 2. A throw of 10 grants the player another throw. When a player lands on a spot occupied by an opponent, the opponent's piece is sent back to start. The first player to complete four circuits of the board wins. Circuits are usually counted with beans or corn. The game has 4 players.
(game "Tasholiwe" (players 4) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (map "Throw" {(pair 0 10) (pair 1 3) (pair 2 2) (pair 3 5)}) (map "Start" {(pair 1 39) (pair 2 36) (pair 3 37) (pair 4 38)}) (regions "AllSites" (sites Board Vertex)) (piece "Stick" Each) (dice d:2 from:0 num:3) (hand Each)}) (rules (start {(place "Stick1" Edge (mapEntry "Start" P1)) (place "Stick2" Edge (mapEntry "Start" P2)) (place "Stick3" Edge (mapEntry "Start" P3)) (place "Stick4" Edge (mapEntry "Start" P4))}) (play (do (roll) next:(if (or (is Mover P1) (is Mover P2)) (forEach Piece (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(mapEntry "Throw" (count Pips))) if:(not (is Friend (who at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))))))) (forEach Piece (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(mapEntry "Throw" (count Pips))) if:(not (is Friend (who at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to)))))))))) (then (do (if (if (or (is Mover P1) (is Mover P2)) (is In (mapEntry "Start" Mover) (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To))) (is In (mapEntry "Start" Mover) (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To)))) (addScore Mover 1) (then (if (= (score Mover) 4) (remove (last To))))) next:(if (and (!= 4 (score Mover)) (= 10 (mapEntry "Throw" (count Pips)))) (moveAgain)))))) (end (if (>= (score Mover) 4) (result Mover Win)))))
###Description Forty stones, arranged in a circle, with a larger gap (called a door) after every tenth stone. Two or four players, each player playing with one piece. Each piece begins in one of the doors: north/winter is yellow, west/spring is blue, south/summer is red, east/autumn is white. North and west move anti-clockwise around the circle, south and east move clockwise. Three sticks, red on one side and black on the other, used as dice, the throws are as follows: three red = 10, three black = 5, two red and one black = 3, two black and one red = 2. A throw of 10 grants the player another throw. When a player lands on a spot occupied by an opponent, the opponent's piece is sent back to start. The first player to complete four circuits of the board wins. Circuits are usually counted with beans or corn. The game has 4 players. ###Ludii (game "Tasholiwe" (players 4) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (map "Throw" {(pair 0 10) (pair 1 3) (pair 2 2) (pair 3 5)}) (map "Start" {(pair 1 39) (pair 2 36) (pair 3 37) (pair 4 38)}) (regions "AllSites" (sites Board Vertex)) (piece "Stick" Each) (dice d:2 from:0 num:3) (hand Each)}) (rules (start {(place "Stick1" Edge (mapEntry "Start" P1)) (place "Stick2" Edge (mapEntry "Start" P2)) (place "Stick3" Edge (mapEntry "Start" P3)) (place "Stick4" Edge (mapEntry "Start" P4))}) (play (do (roll) next:(if (or (is Mover P1) (is Mover P2)) (forEach Piece (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(mapEntry "Throw" (count Pips))) if:(not (is Friend (who at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))))))) (forEach Piece (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(mapEntry "Throw" (count Pips))) if:(not (is Friend (who at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Start" (who at:(to)))))))))) (then (do (if (if (or (is Mover P1) (is Mover P2)) (is In (mapEntry "Start" Mover) (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To))) (is In (mapEntry "Start" Mover) (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To)))) (addScore Mover 1) (then (if (= (score Mover) 4) (remove (last To))))) next:(if (and (!= 4 (score Mover)) (= 10 (mapEntry "Throw" (count Pips)))) (moveAgain)))))) (end (if (>= (score Mover) 4) (result Mover Win)))))
Each side has a line of pawns. The pawns move as in chess i.e. The pawn moves forwards one square (optionally two squares on its first move) and captures diagonally forwards one square by replacing the opponent’s piece. The rule of En Passant is also allowed. White goes first. The first person to reach the other side is the winner. You also win if it is your opponent’s move and they have no moves left. In Ludii, options are also available to add each of the five other Chess piece types. In the variant with the king piece, if you capture the opponent king, you win as well. The game is played with only pawns.
(game "The Pawn Game" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Pawn" Each (or {(move Step Forward (to if:(is Empty (to)))) (move Step (directions {FR FL}) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (or (if (is In (from) (sites Start (piece (what at:(from))))) (move Slide Forward (between (exact 2) if:(is Empty (between))) (to if:(is Empty (to))) (then (set Pending (ahead (last To) Backward))))) (move Step (directions {FR FL}) (to if:(and (is Pending) (= (to) (value Pending)))) (then (remove (ahead (last To) Backward)))))})) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Pawn1" (sites Row 1)) (place "Pawn2" (sites Row 6))}) (play (forEach Piece)) (end {(if (is In (last To) (sites Mover)) (result Mover Win)) (if (no Moves Next) (result Mover Win))})))
###Description Each side has a line of pawns. The pawns move as in chess i.e. The pawn moves forwards one square (optionally two squares on its first move) and captures diagonally forwards one square by replacing the opponent’s piece. The rule of En Passant is also allowed. White goes first. The first person to reach the other side is the winner. You also win if it is your opponent’s move and they have no moves left. In Ludii, options are also available to add each of the five other Chess piece types. In the variant with the king piece, if you capture the opponent king, you win as well. The game is played with only pawns. ###Ludii (game "The Pawn Game" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Pawn" Each (or {(move Step Forward (to if:(is Empty (to)))) (move Step (directions {FR FL}) (to if:(is Enemy (who at:(to))) (apply (remove (to))))) (or (if (is In (from) (sites Start (piece (what at:(from))))) (move Slide Forward (between (exact 2) if:(is Empty (between))) (to if:(is Empty (to))) (then (set Pending (ahead (last To) Backward))))) (move Step (directions {FR FL}) (to if:(and (is Pending) (= (to) (value Pending)))) (then (remove (ahead (last To) Backward)))))})) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Pawn1" (sites Row 1)) (place "Pawn2" (sites Row 6))}) (play (forEach Piece)) (end {(if (is In (last To) (sites Mover)) (result Mover Win)) (if (no Moves Next) (result Mover Win))})))
Played on a Backgammon board. Three pieces per player. Two dice. Only the lower value of the dice is used. One player plays from their let toward their right, and the other player from their right to their left. Pieces begin on the outer edge of the board. Pieces move according to the throw of the dice toward the point on the opposite side of their side of the board. No more than one piece can be on a point (except the final point) at any time. Pieces cannot pass each other. When a piece lands on an empty point that is opposite an opponent's point with a piece on it, the opponent's piece is sent back to start. The first player to place all three of their pieces on the final point wins.
(game "Tourne-Case" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13} P1 directed:True) (track "Track2" {19 13 14 15 16 17 18 20 21 22 23 24 25 12 11 10 9 8 7 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (move (from (from)) (to (trackSite Move from:(from) steps:(min (face 26) (face 27))) if:(and (or (is Empty (to)) (and (= (to) (mapEntry "FinalPoint" Mover)) (no Pieces Next in:(sites {(mapEntry "FinalPoint" Mover)})))) (if (< 1 (min (face 26) (face 27))) (no Pieces Mover in:(sites Track Mover from:(trackSite Move from:(from) steps:1) to:(trackSite Move from:(from) steps:(- (min (face 26) (face 27)) 1)))) True)) (apply (if (and (is Enemy (who at:(mapEntry "Opposite" (to)))) (= 1 (size Stack at:(mapEntry "Opposite" (to))))) (fromTo (from (mapEntry "Opposite" (to))) (to (mapEntry "Bar" Next)))))))) (map "FinalPoint" {(pair P1 13) (pair P2 0)}) (map "Bar" {(pair P1 6) (pair P2 19)}) (map "Opposite" {(pair 0 13) (pair 1 14) (pair 2 15) (pair 3 16) (pair 4 17) (pair 5 18) (pair 7 20) (pair 8 21) (pair 9 22) (pair 10 23) (pair 11 24) (pair 12 25) (pair 13 0) (pair 14 1) (pair 15 2) (pair 16 3) (pair 17 4) (pair 18 5) (pair 20 7) (pair 21 8) (pair 22 9) (pair 23 10) (pair 24 11) (pair 25 12)})}) (rules (start {(place Stack "Disc1" 6 count:3) (place Stack "Disc2" 19 count:3)}) (play (do (roll) next:(forEach Piece top:True))) (end (if (= 3 (count Pieces Mover in:(sites {(mapEntry "FinalPoint" Mover)}))) (result Mover Win)))))
###Description Played on a Backgammon board. Three pieces per player. Two dice. Only the lower value of the dice is used. One player plays from their let toward their right, and the other player from their right to their left. Pieces begin on the outer edge of the board. Pieces move according to the throw of the dice toward the point on the opposite side of their side of the board. No more than one piece can be on a point (except the final point) at any time. Pieces cannot pass each other. When a piece lands on an empty point that is opposite an opponent's point with a piece on it, the opponent's piece is sent back to start. The first player to place all three of their pieces on the final point wins. ###Ludii (game "Tourne-Case" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13} P1 directed:True) (track "Track2" {19 13 14 15 16 17 18 20 21 22 23 24 25 12 11 10 9 8 7 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (move (from (from)) (to (trackSite Move from:(from) steps:(min (face 26) (face 27))) if:(and (or (is Empty (to)) (and (= (to) (mapEntry "FinalPoint" Mover)) (no Pieces Next in:(sites {(mapEntry "FinalPoint" Mover)})))) (if (< 1 (min (face 26) (face 27))) (no Pieces Mover in:(sites Track Mover from:(trackSite Move from:(from) steps:1) to:(trackSite Move from:(from) steps:(- (min (face 26) (face 27)) 1)))) True)) (apply (if (and (is Enemy (who at:(mapEntry "Opposite" (to)))) (= 1 (size Stack at:(mapEntry "Opposite" (to))))) (fromTo (from (mapEntry "Opposite" (to))) (to (mapEntry "Bar" Next)))))))) (map "FinalPoint" {(pair P1 13) (pair P2 0)}) (map "Bar" {(pair P1 6) (pair P2 19)}) (map "Opposite" {(pair 0 13) (pair 1 14) (pair 2 15) (pair 3 16) (pair 4 17) (pair 5 18) (pair 7 20) (pair 8 21) (pair 9 22) (pair 10 23) (pair 11 24) (pair 12 25) (pair 13 0) (pair 14 1) (pair 15 2) (pair 16 3) (pair 17 4) (pair 18 5) (pair 20 7) (pair 21 8) (pair 22 9) (pair 23 10) (pair 24 11) (pair 25 12)})}) (rules (start {(place Stack "Disc1" 6 count:3) (place Stack "Disc2" 19 count:3)}) (play (do (roll) next:(forEach Piece top:True))) (end (if (= 3 (count Pieces Mover in:(sites {(mapEntry "FinalPoint" Mover)}))) (result Mover Win)))))
Forty stones, placed in a circle with a larger space after every tenth stone. The spaces between the stones are the playing spaces. Two to four players, each with one counter. Three sticks, round on one side and flat on the other, used as dice. The throws are as follows: three round sides = 10; three flat sides up = 5; one round and two flat = 3; two round and one flat = 1 or 2. Players move from one of the wider spaces around the board in opposite directions. When a player lands on the same spot as the opponent's piece, the opponent's piece is sent back to the beginning. The first player to complete a circuit of the board wins. The game has 2 players.
(game "Tsaydithl" (players 2) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (piece "Stick" Each (or (if (= 2 (mapEntry "ThrowDiceValue" (count Pips))) (if (!= (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)) (trackSite Move "TrackCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1))) -1) (if (or (is Empty (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)) (trackSite Move "TrackCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)))) (is Enemy (who at:(if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)) (trackSite Move "TrackCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)))))) (move (from (from) level:(level)) (to (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)) (trackSite Move "TrackCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))))) (if (!= (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) -1) (if (or (is Empty (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))) (is Enemy (who at:(if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))))) (move (from (from) level:(level)) (to (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to))))))))))) (regions "Gates" (sites {36 37 38 39})) (map "ThrowDiceValue" {(pair 0 5) (pair 1 3) (pair 2 2) (pair 3 10)}) (dice d:2 from:0 num:3) (hand Each)}) (rules (start {(place "Stick1" 36 state:1 value:36) (place "Stick2" 38 state:2 value:38)}) (play (do (roll) next:(forEach Piece))) (end (if (if (= 1 (state at:(where "Stick" Mover))) (is In (value Piece at:(where "Stick" Mover)) (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To))) (is In (value Piece at:(where "Stick" Mover)) (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To)))) (result Mover Win)))))
###Description Forty stones, placed in a circle with a larger space after every tenth stone. The spaces between the stones are the playing spaces. Two to four players, each with one counter. Three sticks, round on one side and flat on the other, used as dice. The throws are as follows: three round sides = 10; three flat sides up = 5; one round and two flat = 3; two round and one flat = 1 or 2. Players move from one of the wider spaces around the board in opposite directions. When a player lands on the same spot as the opponent's piece, the opponent's piece is sent back to the beginning. The first player to complete a circuit of the board wins. The game has 2 players. ###Ludii (game "Tsaydithl" (players 2) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (piece "Stick" Each (or (if (= 2 (mapEntry "ThrowDiceValue" (count Pips))) (if (!= (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)) (trackSite Move "TrackCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1))) -1) (if (or (is Empty (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)) (trackSite Move "TrackCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)))) (is Enemy (who at:(if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)) (trackSite Move "TrackCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)))))) (move (from (from) level:(level)) (to (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1)) (trackSite Move "TrackCW" steps:(- (mapEntry "ThrowDiceValue" (count Pips)) 1))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))))) (if (!= (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) -1) (if (or (is Empty (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))) (is Enemy (who at:(if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))))) (move (from (from) level:(level)) (to (if (= (state at:(from)) 1) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to))))))))))) (regions "Gates" (sites {36 37 38 39})) (map "ThrowDiceValue" {(pair 0 5) (pair 1 3) (pair 2 2) (pair 3 10)}) (dice d:2 from:0 num:3) (hand Each)}) (rules (start {(place "Stick1" 36 state:1 value:36) (place "Stick2" 38 state:2 value:38)}) (play (do (roll) next:(forEach Piece))) (end (if (if (= 1 (state at:(where "Stick" Mover))) (is In (value Piece at:(where "Stick" Mover)) (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To))) (is In (value Piece at:(where "Stick" Mover)) (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To)))) (result Mover Win)))))
The board is roughly rectangular. There are six points on either side, with each side divided in half by two short parallel lines, the rivers. There are four arcs in the corners of the "square". The points and lines are the playing spaces. Players play on two teams. One stick, serving as the playing piece, per team, which start one each on the parallel lines on the bottom side. Each team has four scoring sticks. There are also four throwing sticks, blank on one side and marked on the other. The number of marked sides is the value of the throw, except when all are face up, which scores 5, and when only blank sides are up, which scores 10. Throws of 5 or 10 give the player another throw. All of the players on a team throw before the players of the other team throw. Each team moves in an opposite direction around the board. If a team's stick lands in the river across from the starting space, the team forfeits one of their scoring sticks to the other team, and begins again from start. If a player lands on the same space as the opposing team's stick, the opposing team's stick is sent back to start, and the playing team wins a scoring stick from the opposing team. When a team reaches the river after the starting point, having completed a circuit of the board, the team wins a scoring stick from the opposing team. When one team captures all of the scoring sticks, they win. Each team has 10 scoring sticks.
(game "Zohn Ahl" (players 4) (equipment {(board (graph vertices:{{0 0} {1 0.4} {2 0.4} {3 0.4} {4 0} {5 0} {6 0.4} {7 0.4} {8 0.4} {9 0} {4 1} {5 1} {-6 3} {-5.6 4} {-5.6 5} {-5.6 6} {-6 7} {-6 8} {-5 7} {-5 8} {-5.6 9} {-5.6 10} {-5.6 11} {-6 12} {0 15} {1 14.6} {2 14.6} {3 14.6} {4 15} {5 15} {6 14.6} {7 14.6} {8 14.6} {9 15} {4 14} {5 14} {15 3} {14.6 4} {14.6 5} {14.6 6} {15 7} {15 8} {14 7} {14 8} {14.6 9} {14.6 10} {14.6 11} {15 12}} edges:{{0 12} {23 24} {33 47} {36 9} {4 10} {5 11} {16 18} {17 19} {28 34} {35 29} {43 41} {42 40}}) {(track "Track1" "5,6,7,8,9,36,37,38,39,40,41,44,45,46,47,33,32,31,30,29,28,27,26,25,24,23,22,21,20,17,16,15,14,13,12,0,1,2,3,End" P1 directed:True) (track "Track2" "5,6,7,8,9,36,37,38,39,40,41,44,45,46,47,33,32,31,30,29,28,27,26,25,24,23,22,21,20,17,16,15,14,13,12,0,1,2,3,End" P2 directed:True) (track "Track3" "4,3,2,1,0,12,13,14,15,16,17,20,21,22,23,24,25,26,27,28,29,30,31,32,33,47,46,45,44,41,40,39,38,37,36,9,8,7,6,End" P3 directed:True) (track "Track4" "4,3,2,1,0,12,13,14,15,16,17,20,21,22,23,24,25,26,27,28,29,30,31,32,33,47,46,45,44,41,40,39,38,37,36,9,8,7,6,End" P4 directed:True)} use:Vertex) (piece "Stick" P1 (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move (from (from)) (to (mapEntry "Start" Mover)) (then (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 1 3)))))) (move (from (from)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (is Enemy (who at:(to))) (and (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 1 3)))))))) (then (if (= (last To) (mapEntry "Opposite" Mover)) (and (fromTo (from (last To)) (to (mapEntry "Start" Mover))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 3 1)))))))))) (piece "Stick" P3 (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move (from (from)) (to (mapEntry "Start" Mover)) (then (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 1 3)))))) (move (from (from)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (is Enemy (who at:(to))) (and (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 1 3)))))))) (then (if (= (last To) (mapEntry "Opposite" Mover)) (and (fromTo (from (last To)) (to (mapEntry "Start" Mover))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 3 1)))))))))) (piece "Stick" Neutral) (dice d:2 from:0 num:4) (hand P1) (hand P3) (map "Throw" {(pair 0 10) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 5)}) (map "Opposite" {(pair P1 29) (pair P2 29) (pair P3 28) (pair P4 28)}) (map "Start" {(pair P1 5) (pair P2 5) (pair P3 4) (pair P4 4)})}) (rules (start {(set Team 1 {P1 P2}) (set Team 2 {P3 P4}) (place "Stick1" 5) (place "Stick3" 4) (place "Stick0" (handSite P1) count:10) (place "Stick0" (handSite P3) count:10)}) (play (do (roll) next:(if (or (is Mover P1) (is Mover P2)) (forEach Piece P1) (forEach Piece P3)) (then (if (or (= (mapEntry "Throw" (count Pips)) 5) (= (mapEntry "Throw" (count Pips)) 10)) (moveAgain))))) (end (if (is Empty (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (result TeamMover Win)))))
###Description The board is roughly rectangular. There are six points on either side, with each side divided in half by two short parallel lines, the rivers. There are four arcs in the corners of the "square". The points and lines are the playing spaces. Players play on two teams. One stick, serving as the playing piece, per team, which start one each on the parallel lines on the bottom side. Each team has four scoring sticks. There are also four throwing sticks, blank on one side and marked on the other. The number of marked sides is the value of the throw, except when all are face up, which scores 5, and when only blank sides are up, which scores 10. Throws of 5 or 10 give the player another throw. All of the players on a team throw before the players of the other team throw. Each team moves in an opposite direction around the board. If a team's stick lands in the river across from the starting space, the team forfeits one of their scoring sticks to the other team, and begins again from start. If a player lands on the same space as the opposing team's stick, the opposing team's stick is sent back to start, and the playing team wins a scoring stick from the opposing team. When a team reaches the river after the starting point, having completed a circuit of the board, the team wins a scoring stick from the opposing team. When one team captures all of the scoring sticks, they win. Each team has 10 scoring sticks. ###Ludii (game "Zohn Ahl" (players 4) (equipment {(board (graph vertices:{{0 0} {1 0.4} {2 0.4} {3 0.4} {4 0} {5 0} {6 0.4} {7 0.4} {8 0.4} {9 0} {4 1} {5 1} {-6 3} {-5.6 4} {-5.6 5} {-5.6 6} {-6 7} {-6 8} {-5 7} {-5 8} {-5.6 9} {-5.6 10} {-5.6 11} {-6 12} {0 15} {1 14.6} {2 14.6} {3 14.6} {4 15} {5 15} {6 14.6} {7 14.6} {8 14.6} {9 15} {4 14} {5 14} {15 3} {14.6 4} {14.6 5} {14.6 6} {15 7} {15 8} {14 7} {14 8} {14.6 9} {14.6 10} {14.6 11} {15 12}} edges:{{0 12} {23 24} {33 47} {36 9} {4 10} {5 11} {16 18} {17 19} {28 34} {35 29} {43 41} {42 40}}) {(track "Track1" "5,6,7,8,9,36,37,38,39,40,41,44,45,46,47,33,32,31,30,29,28,27,26,25,24,23,22,21,20,17,16,15,14,13,12,0,1,2,3,End" P1 directed:True) (track "Track2" "5,6,7,8,9,36,37,38,39,40,41,44,45,46,47,33,32,31,30,29,28,27,26,25,24,23,22,21,20,17,16,15,14,13,12,0,1,2,3,End" P2 directed:True) (track "Track3" "4,3,2,1,0,12,13,14,15,16,17,20,21,22,23,24,25,26,27,28,29,30,31,32,33,47,46,45,44,41,40,39,38,37,36,9,8,7,6,End" P3 directed:True) (track "Track4" "4,3,2,1,0,12,13,14,15,16,17,20,21,22,23,24,25,26,27,28,29,30,31,32,33,47,46,45,44,41,40,39,38,37,36,9,8,7,6,End" P4 directed:True)} use:Vertex) (piece "Stick" P1 (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move (from (from)) (to (mapEntry "Start" Mover)) (then (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 1 3)))))) (move (from (from)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (is Enemy (who at:(to))) (and (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 1 3)))))))) (then (if (= (last To) (mapEntry "Opposite" Mover)) (and (fromTo (from (last To)) (to (mapEntry "Start" Mover))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 3 1)))))))))) (piece "Stick" P3 (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move (from (from)) (to (mapEntry "Start" Mover)) (then (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 1 3)))))) (move (from (from)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (is Enemy (who at:(to))) (and (fromTo (from (to)) (to (mapEntry "Start" (who at:(to))))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 1 3)))))))) (then (if (= (last To) (mapEntry "Opposite" Mover)) (and (fromTo (from (last To)) (to (mapEntry "Start" Mover))) (fromTo (from (handSite (if (or (is Mover P1) (is Mover P2)) 1 3))) (to (handSite (if (or (is Mover P1) (is Mover P2)) 3 1)))))))))) (piece "Stick" Neutral) (dice d:2 from:0 num:4) (hand P1) (hand P3) (map "Throw" {(pair 0 10) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 5)}) (map "Opposite" {(pair P1 29) (pair P2 29) (pair P3 28) (pair P4 28)}) (map "Start" {(pair P1 5) (pair P2 5) (pair P3 4) (pair P4 4)})}) (rules (start {(set Team 1 {P1 P2}) (set Team 2 {P3 P4}) (place "Stick1" 5) (place "Stick3" 4) (place "Stick0" (handSite P1) count:10) (place "Stick0" (handSite P3) count:10)}) (play (do (roll) next:(if (or (is Mover P1) (is Mover P2)) (forEach Piece P1) (forEach Piece P3)) (then (if (or (= (mapEntry "Throw" (count Pips)) 5) (= (mapEntry "Throw" (count Pips)) 10)) (moveAgain))))) (end (if (is Empty (handSite (if (or (is Mover P1) (is Mover P2)) 3 1))) (result TeamMover Win)))))
TURN - On each turn, each player drops a friendly stone on an empty cell. If a diagonal line is full (i.e., there are no empty cells on that diagonal), the player who dropped the last stone achieves so many points as the number of friendly stones on the finished line. Two lines can be finished on one turn, the player achieves points for both lines (the dropped stone counts twice, once for each diagonal). A diagonal line must have at least 2 stones. So, corner cells do not count as diagonals. GOAL - When all cells are occupied, wins the player with more points.
(game "Diagonals" (players 2) (equipment {(board (square 8) use:Vertex) (piece "Ball" Each)}) (rules (play (move Add (to (sites Empty)) (then (and (if (not (is In (last To) (sites {"A8" "H1"}))) (if (all Sites (union (sites Direction from:(last To) NE included:True) (sites Direction from:(last To) SW)) if:(is Occupied (site))) (addScore Mover (count Sites in:(forEach (union (sites Direction from:(last To) NE included:True) (sites Direction from:(last To) SW)) if:(is Friend (who at:(site)))))))) (if (not (is In (last To) (sites {"A1" "H8"}))) (if (all Sites (union (sites Direction from:(last To) SE included:True) (sites Direction from:(last To) NW)) if:(is Occupied (site))) (addScore Mover (count Sites in:(forEach (union (sites Direction from:(last To) SE included:True) (sites Direction from:(last To) NW)) if:(is Friend (who at:(site)))))))))))) (end (if (is Full) (byScore)))))
###Description TURN - On each turn, each player drops a friendly stone on an empty cell. If a diagonal line is full (i.e., there are no empty cells on that diagonal), the player who dropped the last stone achieves so many points as the number of friendly stones on the finished line. Two lines can be finished on one turn, the player achieves points for both lines (the dropped stone counts twice, once for each diagonal). A diagonal line must have at least 2 stones. So, corner cells do not count as diagonals. GOAL - When all cells are occupied, wins the player with more points. ###Ludii (game "Diagonals" (players 2) (equipment {(board (square 8) use:Vertex) (piece "Ball" Each)}) (rules (play (move Add (to (sites Empty)) (then (and (if (not (is In (last To) (sites {"A8" "H1"}))) (if (all Sites (union (sites Direction from:(last To) NE included:True) (sites Direction from:(last To) SW)) if:(is Occupied (site))) (addScore Mover (count Sites in:(forEach (union (sites Direction from:(last To) NE included:True) (sites Direction from:(last To) SW)) if:(is Friend (who at:(site)))))))) (if (not (is In (last To) (sites {"A1" "H8"}))) (if (all Sites (union (sites Direction from:(last To) SE included:True) (sites Direction from:(last To) NW)) if:(is Occupied (site))) (addScore Mover (count Sites in:(forEach (union (sites Direction from:(last To) SE included:True) (sites Direction from:(last To) NW)) if:(is Friend (who at:(site)))))))))))) (end (if (is Full) (byScore)))))
The board is a double-headed eagle, with two lines of ten holes. One seven-sided die. One side has a special mark, one is blank, and the others are numbered 1-5. The special mark scores 10, the blank side scores -10. Players roll the die, and add up their scores as they go, placing a peg in a hole to mark ten points. The player who reaches 100 points first wins.
(game "Pasa" (players 2) (equipment {(board (rectangle 10 2)) (piece "Disc" Each) (dice d:7 from:0 num:1) (map {(pair 0 -10) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 5) (pair 6 6) (pair 7 10)})}) (rules (play (do (roll (then (addScore Mover (mapEntry (count Pips))))) next:(move Pass (then (and (remove (sites Column (- (mover) 1))) (if (>= (score Mover) 10) (add (piece (id "Disc" Mover)) (to (intersection (sites Column (- (mover) 1)) (sites Row (- (/ (score Mover) 10) 1))))))))))) (end (if (>= (score Mover) 100) (result Mover Win)))))
###Description The board is a double-headed eagle, with two lines of ten holes. One seven-sided die. One side has a special mark, one is blank, and the others are numbered 1-5. The special mark scores 10, the blank side scores -10. Players roll the die, and add up their scores as they go, placing a peg in a hole to mark ten points. The player who reaches 100 points first wins. ###Ludii (game "Pasa" (players 2) (equipment {(board (rectangle 10 2)) (piece "Disc" Each) (dice d:7 from:0 num:1) (map {(pair 0 -10) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 5) (pair 6 6) (pair 7 10)})}) (rules (play (do (roll (then (addScore Mover (mapEntry (count Pips))))) next:(move Pass (then (and (remove (sites Column (- (mover) 1))) (if (>= (score Mover) 10) (add (piece (id "Disc" Mover)) (to (intersection (sites Column (- (mover) 1)) (sites Row (- (/ (score Mover) 10) 1))))))))))) (end (if (>= (score Mover) 100) (result Mover Win)))))
4x8 board. Three counters in each hole. Players pick up counters from any of their holes and sow them in either direction. If the last counter falls into an occupied hole, they pick the counters in this hole up and continue sowing. Sowing ends when the last counter falls into an empty hole. If the empty hole is in the inner row, the player captures any of the counters in the opponent's two holes opposite it. Play ends when all of one player's seeds have been captured.
(game "Bao Ki Arabu (Zanzibar 1)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 3 to:(sites Board))) (play (or (move Select (from (if (is Prev Mover) (if (is Pending) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "TrackCW" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (and (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (and (moveAgain) (set Pending)))))) (move Select (from (if (is Prev Mover) (if (not (is Pending)) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (and (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (moveAgain))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
###Description 4x8 board. Three counters in each hole. Players pick up counters from any of their holes and sow them in either direction. If the last counter falls into an occupied hole, they pick the counters in this hole up and continue sowing. Sowing ends when the last counter falls into an empty hole. If the empty hole is in the inner row, the player captures any of the counters in the opponent's two holes opposite it. Play ends when all of one player's seeds have been captured. ###Ludii (game "Bao Ki Arabu (Zanzibar 1)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 3 to:(sites Board))) (play (or (move Select (from (if (is Prev Mover) (if (is Pending) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "TrackCW" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (and (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (and (moveAgain) (set Pending)))))) (move Select (from (if (is Prev Mover) (if (not (is Pending)) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (and (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (moveAgain))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
4x8 board. Play begins with two counters in each hole. Sowing occurs in an anti-clockwise direction. When the last counter falls into an occupied hole, the counters in it are picked up and sowing continues. Sowing ends when the last counter falls into an empty hole. When this hole is in the inner row, the counters in the opponent's inner row opposite it are captured; if there are also counters in the opponent's outer row opposite, these are also captured, but not if the inner row is empty. Play continues until one player has lost all of their counters.
(game "Bao Ki Arabu (Zanzibar 2)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(sites Board))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))) (moveAgain)))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
###Description 4x8 board. Play begins with two counters in each hole. Sowing occurs in an anti-clockwise direction. When the last counter falls into an occupied hole, the counters in it are picked up and sowing continues. Sowing ends when the last counter falls into an empty hole. When this hole is in the inner row, the counters in the opponent's inner row opposite it are captured; if there are also counters in the opponent's outer row opposite, these are also captured, but not if the inner row is empty. Play continues until one player has lost all of their counters. ###Ludii (game "Bao Ki Arabu (Zanzibar 2)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(sites Board))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))) (moveAgain)))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
4x8 board. The fifth hole from the left in the inner row is rectangular, the rest are circular. 64 counters. Play begins with one counter in each hole in the inner row. Players take turns placing their remaining counters on the board in their inner rows. When they place a counter, they capture the hole facing it in the opponent's inner row, and sows the counters from either the leftmost or the rightmost hole of the player's inner row, sowing along the inner row. However, if the capture occurs from the rightmost, leftmost, or the next hole adjacent to each in the inner row, the captured pieces must be placed in the leftmost or rightmost hole, whichever is closer. The player may choose which hole to place captured counters in when captures are made from the central four holes in the inner row. The player must capture if possible, if not possible they place a counter into any of the holes in their inner row, pick up the contents of that hole, and sow in either direction. While sowing, if the final counter falls into an occupied hole and the opponent's hole opposite it has counters, the counters in the opponent's hole are captured. If the final counter falls into an occupied hole and the hole opposite it is empty, the counters are picked up and sowing continues in the same direction. If the final counter falls into an empty hole, the turn ends. If during this phase, the opponent's inner row is cleared of counters, the player wins. If all of the counters have been introduced and both players still have counters in their inner row, play proceeds to a second phase. Second Phase: Counters are picked up from any hole on the player's side and sown in either direction. The same capture, sowing, and victory rules apply as before. Captures, however, can only be made on subsequent sowings if there was a capture in the first round of a sowing.
(game "Bao Kiswahili (DR Congo)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "23,W,N1,E" loop:True P2)}) (piece "Seed" Shared) (hand Each) (regions "Home" P1 (expand (sites Bottom))) (regions "Home" P2 (expand (sites Top))) (regions "Inner" P1 (sites Row 1)) (regions "Inner" P2 (sites Row 2)) (map "LeftMostInner" {(pair P1 8) (pair P2 23)}) (map "RightMostInner" {(pair P1 15) (pair P2 16)}) (map "AdjacentLeftMostInner" {(pair P1 9) (pair P2 22)}) (map "AdjacentRightMostInner" {(pair P1 14) (pair P2 17)})}) (rules (start {(set Count 24 at:(handSite P1)) (set Count 24 at:(handSite P2)) (set Count 1 to:(union (sites Row 1) (sites Row 2)))}) phases:{(phase "Placement" (play (if (is Prev Mover) (if (is Pending) (or (if (or (= 1 (value Player Mover)) (= 0 (value Player Mover))) (do (fromTo (from (if (is Mover P1) (+ (last To afterConsequence:True) 8) (- (last To afterConsequence:True) 8))) (to (mapEntry "LeftMostInner" Mover)) count:(count at:(if (is Mover P1) (+ (last To afterConsequence:True) 8) (- (last To afterConsequence:True) 8)))) next:(move Select (from (mapEntry "LeftMostInner" Mover)) (then (sow "TrackCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(moveAgain) (set Pending) (if (is In (to) (expand (sites Right))) (set Value Mover 2) (if (is In (to) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)}))) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)})))))))) (if (or (= 2 (value Player Mover)) (= 0 (value Player Mover))) (do (fromTo (from (if (is Mover P1) (+ (last To afterConsequence:True) 8) (- (last To afterConsequence:True) 8))) (to (mapEntry "RightMostInner" Mover)) count:(count at:(if (is Mover P1) (+ (last To afterConsequence:True) 8) (- (last To afterConsequence:True) 8)))) next:(move Select (from (mapEntry "RightMostInner" Mover)) (then (sow "TrackCCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(moveAgain) (set Pending) (if (is In (to) (expand (sites Right))) (set Value Mover 2) (if (is In (to) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))))))))) (or (if (or (= (var "Direction") 1) (= (var "Direction") 3)) (move Select (from (var "Replay")) (then (sow "TrackCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(moveAgain) (set Pending) (if (is In (to) (expand (sites Right))) (set Value Mover 2) (if (is In (to) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)}))) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)}))))))) (if (or (= (var "Direction") 2) (= (var "Direction") 3)) (move Select (from (var "Replay")) (then (sow "TrackCCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(moveAgain) (set Pending) (if (is In (to) (expand (sites Right))) (set Value Mover 2) (if (is In (to) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))))))))) (if (is Occupied (handSite Mover)) (priority {(move (from (handSite Mover)) (to (sites Mover "Inner") if:(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) count:1 (then (and {(moveAgain) (set Pending) (if (is In (last To) (expand (sites Right))) (set Value Mover 2) (if (is In (last To) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}))) (move (from (handSite Mover)) (to (sites Mover "Inner")) count:1 (then (and {(moveAgain) (set Var "Replay" (last To)) (set Var "Direction" 3)})))}) (or (move Select (from (sites Mover) if:(is Occupied (from))) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)}))))) (move Select (from (sites Mover) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))))))))))} (end (forEach Player if:(all Sites (sites Player "Inner") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x8 board. The fifth hole from the left in the inner row is rectangular, the rest are circular. 64 counters. Play begins with one counter in each hole in the inner row. Players take turns placing their remaining counters on the board in their inner rows. When they place a counter, they capture the hole facing it in the opponent's inner row, and sows the counters from either the leftmost or the rightmost hole of the player's inner row, sowing along the inner row. However, if the capture occurs from the rightmost, leftmost, or the next hole adjacent to each in the inner row, the captured pieces must be placed in the leftmost or rightmost hole, whichever is closer. The player may choose which hole to place captured counters in when captures are made from the central four holes in the inner row. The player must capture if possible, if not possible they place a counter into any of the holes in their inner row, pick up the contents of that hole, and sow in either direction. While sowing, if the final counter falls into an occupied hole and the opponent's hole opposite it has counters, the counters in the opponent's hole are captured. If the final counter falls into an occupied hole and the hole opposite it is empty, the counters are picked up and sowing continues in the same direction. If the final counter falls into an empty hole, the turn ends. If during this phase, the opponent's inner row is cleared of counters, the player wins. If all of the counters have been introduced and both players still have counters in their inner row, play proceeds to a second phase. Second Phase: Counters are picked up from any hole on the player's side and sown in either direction. The same capture, sowing, and victory rules apply as before. Captures, however, can only be made on subsequent sowings if there was a capture in the first round of a sowing. ###Ludii (game "Bao Kiswahili (DR Congo)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "23,W,N1,E" loop:True P2)}) (piece "Seed" Shared) (hand Each) (regions "Home" P1 (expand (sites Bottom))) (regions "Home" P2 (expand (sites Top))) (regions "Inner" P1 (sites Row 1)) (regions "Inner" P2 (sites Row 2)) (map "LeftMostInner" {(pair P1 8) (pair P2 23)}) (map "RightMostInner" {(pair P1 15) (pair P2 16)}) (map "AdjacentLeftMostInner" {(pair P1 9) (pair P2 22)}) (map "AdjacentRightMostInner" {(pair P1 14) (pair P2 17)})}) (rules (start {(set Count 24 at:(handSite P1)) (set Count 24 at:(handSite P2)) (set Count 1 to:(union (sites Row 1) (sites Row 2)))}) phases:{(phase "Placement" (play (if (is Prev Mover) (if (is Pending) (or (if (or (= 1 (value Player Mover)) (= 0 (value Player Mover))) (do (fromTo (from (if (is Mover P1) (+ (last To afterConsequence:True) 8) (- (last To afterConsequence:True) 8))) (to (mapEntry "LeftMostInner" Mover)) count:(count at:(if (is Mover P1) (+ (last To afterConsequence:True) 8) (- (last To afterConsequence:True) 8)))) next:(move Select (from (mapEntry "LeftMostInner" Mover)) (then (sow "TrackCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(moveAgain) (set Pending) (if (is In (to) (expand (sites Right))) (set Value Mover 2) (if (is In (to) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)}))) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)})))))))) (if (or (= 2 (value Player Mover)) (= 0 (value Player Mover))) (do (fromTo (from (if (is Mover P1) (+ (last To afterConsequence:True) 8) (- (last To afterConsequence:True) 8))) (to (mapEntry "RightMostInner" Mover)) count:(count at:(if (is Mover P1) (+ (last To afterConsequence:True) 8) (- (last To afterConsequence:True) 8)))) next:(move Select (from (mapEntry "RightMostInner" Mover)) (then (sow "TrackCCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(moveAgain) (set Pending) (if (is In (to) (expand (sites Right))) (set Value Mover 2) (if (is In (to) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))))))))) (or (if (or (= (var "Direction") 1) (= (var "Direction") 3)) (move Select (from (var "Replay")) (then (sow "TrackCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(moveAgain) (set Pending) (if (is In (to) (expand (sites Right))) (set Value Mover 2) (if (is In (to) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)}))) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)}))))))) (if (or (= (var "Direction") 2) (= (var "Direction") 3)) (move Select (from (var "Replay")) (then (sow "TrackCCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(moveAgain) (set Pending) (if (is In (to) (expand (sites Right))) (set Value Mover 2) (if (is In (to) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))) (if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))))))))) (if (is Occupied (handSite Mover)) (priority {(move (from (handSite Mover)) (to (sites Mover "Inner") if:(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) count:1 (then (and {(moveAgain) (set Pending) (if (is In (last To) (expand (sites Right))) (set Value Mover 2) (if (is In (last To) (expand (sites Left))) (set Value Mover 1) (set Value Mover 0)))}))) (move (from (handSite Mover)) (to (sites Mover "Inner")) count:1 (then (and {(moveAgain) (set Var "Replay" (last To)) (set Var "Direction" 3)})))}) (or (move Select (from (sites Mover) if:(is Occupied (from))) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1)}))))) (move Select (from (sites Mover) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2)}))))))))))} (end (forEach Player if:(all Sites (sites Player "Inner") if:(= 0 (count at:(site)))) (result Player Loss)))))
4 row board, of any number of holes. Four counters in each player's outer row. Sowing occurs from the player's rearmost hole and in an anti-clockwise direction. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. The player who captures all of the opponent's counters wins. Each player has 16 holes per row.
(game "Chiana wa Bwalo" (players 2) (equipment {(mancalaBoard 4 16 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "32,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(union (sites Top) (sites Bottom)))) (play (move Select (from (sites Mover "Home") if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (and (= (count at:(to)) 1) (> (count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))) 0)) (fromTo (from (if (is Mover P1) (+ (to) 16) (- (to) 16))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))))))))) (end (if (no Moves Next) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
###Description 4 row board, of any number of holes. Four counters in each player's outer row. Sowing occurs from the player's rearmost hole and in an anti-clockwise direction. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. The player who captures all of the opponent's counters wins. Each player has 16 holes per row. ###Ludii (game "Chiana wa Bwalo" (players 2) (equipment {(mancalaBoard 4 16 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "32,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(union (sites Top) (sites Bottom)))) (play (move Select (from (sites Mover "Home") if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (and (= (count at:(to)) 1) (> (count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))) 0)) (fromTo (from (if (is Mover P1) (+ (to) 16) (- (to) 16))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))))))))) (end (if (no Moves Next) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
4-row board, of any number of holes. Only the outer rows are used. Four counters in each hole in the outer row. Sowing occurs in an anti-clockwise direction. Players do not own rows, instead, over the course of their sowing, their counters are always grouped together, and sowing must occur from the rearmost counter in the player's series. If, after sowing, a player's series has one counter in the foremost hole and two in the next hole behind it, the player sows again from the rearmost hole. If the player overtakes the opponent's series, the player captures any counters in the opponent's series and places all of them in the hole immediately behind the player's series, now becoming the rearmost hole. If the rearmost hole contains a single counter, it is moved into the next hole which then becomes the rearmost hole for the next turn. If a player is reduced to a single counter, it can be moved two holes on the player's turn. The player who successfully captures all of the opponent's counters wins. Each row has 16 holes.
(game "Chiana wa Kunja" (players 2) (equipment {(mancalaBoard 4 16 store:None (track "Track" "0,E,63,W" loop:True)) (piece "Seed" Each) (hand Shared)}) (rules (start {(place "Seed1" (sites Bottom) counts:{4}) (place "Seed2" (sites Top) counts:{4})}) (play (or (move Select (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (then (do (and (forEach Site (sites Track "Track" from:(last From) to:(trackSite Move from:(last From) steps:(count at:(last From)))) (if (!= (mover) (who at:(site))) (and (remove (site) count:(count at:(site))) (add (piece (id "Seed" Mover)) (to Cell (handSite Shared)) count:(count at:(site)))))) (set Var "NumSowed" (count at:(last From)))) next:(sow) (then (and {(if (< 1 (var "NumSowed")) (if (and (= 1 (count at:(trackSite Move from:(last From) "Track" steps:(var "NumSowed")))) (= 2 (count at:(trackSite Move from:(last From) "Track" steps:(- (var "NumSowed") 1))))) (moveAgain))) (if (!= 0 (what Cell at:(handSite Shared))) (fromTo (from Cell (handSite Shared)) (to (last From)) count:(count Cell at:(handSite Shared)))) (set Var "NumSowed" 0)}))))) (if (and (= 1 (count Pieces Mover)) (is Empty (trackSite Move from:(from) "Track" steps:1))) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite Move from:(from) "Track" steps:2) (apply (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to)))))))))) (end (if (no Moves Next) (result Mover Win)))))
###Description 4-row board, of any number of holes. Only the outer rows are used. Four counters in each hole in the outer row. Sowing occurs in an anti-clockwise direction. Players do not own rows, instead, over the course of their sowing, their counters are always grouped together, and sowing must occur from the rearmost counter in the player's series. If, after sowing, a player's series has one counter in the foremost hole and two in the next hole behind it, the player sows again from the rearmost hole. If the player overtakes the opponent's series, the player captures any counters in the opponent's series and places all of them in the hole immediately behind the player's series, now becoming the rearmost hole. If the rearmost hole contains a single counter, it is moved into the next hole which then becomes the rearmost hole for the next turn. If a player is reduced to a single counter, it can be moved two holes on the player's turn. The player who successfully captures all of the opponent's counters wins. Each row has 16 holes. ###Ludii (game "Chiana wa Kunja" (players 2) (equipment {(mancalaBoard 4 16 store:None (track "Track" "0,E,63,W" loop:True)) (piece "Seed" Each) (hand Shared)}) (rules (start {(place "Seed1" (sites Bottom) counts:{4}) (place "Seed2" (sites Top) counts:{4})}) (play (or (move Select (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (then (do (and (forEach Site (sites Track "Track" from:(last From) to:(trackSite Move from:(last From) steps:(count at:(last From)))) (if (!= (mover) (who at:(site))) (and (remove (site) count:(count at:(site))) (add (piece (id "Seed" Mover)) (to Cell (handSite Shared)) count:(count at:(site)))))) (set Var "NumSowed" (count at:(last From)))) next:(sow) (then (and {(if (< 1 (var "NumSowed")) (if (and (= 1 (count at:(trackSite Move from:(last From) "Track" steps:(var "NumSowed")))) (= 2 (count at:(trackSite Move from:(last From) "Track" steps:(- (var "NumSowed") 1))))) (moveAgain))) (if (!= 0 (what Cell at:(handSite Shared))) (fromTo (from Cell (handSite Shared)) (to (last From)) count:(count Cell at:(handSite Shared)))) (set Var "NumSowed" 0)}))))) (if (and (= 1 (count Pieces Mover)) (is Empty (trackSite Move from:(from) "Track" steps:1))) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite Move from:(from) "Track" steps:2) (apply (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to)))))))))) (end (if (no Moves Next) (result Mover Win)))))
4x7-10 board (seven most common). Three counters in each hole, except the leftmost four in the inner row which have, from right to left: 0-0-1-2. On the first turn, sowing occurs in a clockwise direction. On the second turn, the player may sow in either direction, but must continue in the chosen direction for the rest of the game. When the final counter lands in an empty hole in the inner row, the contents of the hole in the opponent's inner row are also captured. If there are also contents in the opponent's outer row hole opposite, these are also taken. When a capture is made, the player may then capture the counters in any one of the opponent's holes as well. If the final counter lands in an occupied hole, the player picks up these counters and continues sowing. The player who captures all of the opponent's counters wins. Each player has 7 holes on each row. Starting positions of the Natatu ruleset. No Opening. Capture all the opposite holes.
(game "Chisolo" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "14,E,N1,W" loop:True P2) (track "TrackCW1" "6,W,N1,E" loop:True P1) (track "TrackCW2" "21,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "FourLeftInner" P1 (sites {7 8 9 10})) (regions "FourLeftInner" P2 (sites {17 18 19 20})) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 3 to:(difference (union (sites P1 "Home") (sites P2 "Home")) (union (sites P1 "FourLeftInner") (sites P2 "FourLeftInner")))) (set Count 1 to:(sites {8 19})) (set Count 2 to:(sites {7 20}))}) phases:{(phase "SowingCW" (play (if (and (is Prev Mover) (= (var "CaptureOther") 1)) (move (from (sites Next) if:(is Occupied (from))) (to (handSite Mover)) count:(count at:(from)) (then (set Var "CaptureOther" 0))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and {(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))) (moveAgain) (set Var "CaptureOther" 1)}))))))))) (nextPhase Mover (not (is Next Mover)) "Sowing")) (phase "Sowing" (play (if (and (is Prev Mover) (= (var "CaptureOther") 1)) (move (from (sites Next) if:(is Occupied (from))) (to (handSite Mover)) count:(count at:(from)) (then (set Var "CaptureOther" 0))) (or (if (or (<= (value Player Mover) 0) (= (value Player Mover) 1)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (and (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and {(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))) (moveAgain) (set Var "CaptureOther" 1)}))))) (set Value Mover 1))))) (if (or (<= (value Player Mover) 0) (= (value Player Mover) 2)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (and (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and {(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))) (moveAgain) (set Var "CaptureOther" 1)}))))) (set Value Mover 2)))))))))} (end (forEach Player if:(no Moves Player) (result Player Loss)))))
###Description 4x7-10 board (seven most common). Three counters in each hole, except the leftmost four in the inner row which have, from right to left: 0-0-1-2. On the first turn, sowing occurs in a clockwise direction. On the second turn, the player may sow in either direction, but must continue in the chosen direction for the rest of the game. When the final counter lands in an empty hole in the inner row, the contents of the hole in the opponent's inner row are also captured. If there are also contents in the opponent's outer row hole opposite, these are also taken. When a capture is made, the player may then capture the counters in any one of the opponent's holes as well. If the final counter lands in an occupied hole, the player picks up these counters and continues sowing. The player who captures all of the opponent's counters wins. Each player has 7 holes on each row. Starting positions of the Natatu ruleset. No Opening. Capture all the opposite holes. ###Ludii (game "Chisolo" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "14,E,N1,W" loop:True P2) (track "TrackCW1" "6,W,N1,E" loop:True P1) (track "TrackCW2" "21,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "FourLeftInner" P1 (sites {7 8 9 10})) (regions "FourLeftInner" P2 (sites {17 18 19 20})) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 3 to:(difference (union (sites P1 "Home") (sites P2 "Home")) (union (sites P1 "FourLeftInner") (sites P2 "FourLeftInner")))) (set Count 1 to:(sites {8 19})) (set Count 2 to:(sites {7 20}))}) phases:{(phase "SowingCW" (play (if (and (is Prev Mover) (= (var "CaptureOther") 1)) (move (from (sites Next) if:(is Occupied (from))) (to (handSite Mover)) count:(count at:(from)) (then (set Var "CaptureOther" 0))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and {(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))) (moveAgain) (set Var "CaptureOther" 1)}))))))))) (nextPhase Mover (not (is Next Mover)) "Sowing")) (phase "Sowing" (play (if (and (is Prev Mover) (= (var "CaptureOther") 1)) (move (from (sites Next) if:(is Occupied (from))) (to (handSite Mover)) count:(count at:(from)) (then (set Var "CaptureOther" 0))) (or (if (or (<= (value Player Mover) 0) (= (value Player Mover) 1)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (and (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and {(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))) (moveAgain) (set Var "CaptureOther" 1)}))))) (set Value Mover 1))))) (if (or (<= (value Player Mover) 0) (= (value Player Mover) 2)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (and (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and {(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))) (moveAgain) (set Var "CaptureOther" 1)}))))) (set Value Mover 2)))))))))} (end (forEach Player if:(no Moves Player) (result Player Loss)))))
4x8 board. Two counters in each hole. Opening play: Two players play simultaneously, lifting and sowing counters from their outer rows. Rules for sowing and capturing are the same as in the main phase of the game except that all holes in each player's outer rows are considered to be in opposition and back captures can be made from them. Once a counter has been sown into the inner row, this ceases and captures can only be made from the inner row. The opening ends when both players reach an empty hole, and the first player to do so begins play in the main phase. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over For capturing: Holes are in 'opposition' when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. However, each player has two holes from which clockwise plays can be made: the leftmost hole in the outer row and the second from the left in the inner row. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, starting from the same hole, they can also be sown clockwise if they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise. Another alternative the player has is that, if the player plays clockwise from one of these holes and therefore makes a capture, the captured counters may be placed in the hole and left there, and the player may play instead from the other hole from which clockwise captures are allowed in a clockwise direction, if it leads to a capture. The player may continue playing from this hole as above until the possibilities to move are exhausted, and then may move from any hole in an anti-clockwise direction. Multiple captures can only be made in a clockwise direction from these holes if it is made on the first sowing of the turn. Otherwise, only one clockwise capture can be made and sowing must proceed in an anti-clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses.
(game "Choro (Acholi)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (map "LeftMostOuter" {(pair P1 0) (pair P2 31)}) (map "SecondLeftInner" {(pair P1 9) (pair P2 22)})}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "OuterPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Outer")) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(and (if (and (!= 1 (value Player Mover)) (is In (to) (sites Mover "Inner"))) (set Value Mover 1)) (if (< 1 (count at:(to))) (and (moveAgain) (if (= 1 (value Player Mover)) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to))) (if (is Occupied (if (is Mover P1) (+ (to) (* 3 8)) (- (to) (* 8 3)))) (and (fromTo (from (if (is Mover P1) (+ (to) (* 3 8)) (- (to) (* 8 3)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 3 8)) (- (to) (* 8 3))))) (set Var "Replay" (from))) (set Var "Replay" (to))))))))))) (nextPhase Mover (= 1 (count at:(last To afterConsequence:True))) "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))))))} (end (if (no Moves Next) (result Mover Win)))))
###Description 4x8 board. Two counters in each hole. Opening play: Two players play simultaneously, lifting and sowing counters from their outer rows. Rules for sowing and capturing are the same as in the main phase of the game except that all holes in each player's outer rows are considered to be in opposition and back captures can be made from them. Once a counter has been sown into the inner row, this ceases and captures can only be made from the inner row. The opening ends when both players reach an empty hole, and the first player to do so begins play in the main phase. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over For capturing: Holes are in 'opposition' when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. However, each player has two holes from which clockwise plays can be made: the leftmost hole in the outer row and the second from the left in the inner row. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, starting from the same hole, they can also be sown clockwise if they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise. Another alternative the player has is that, if the player plays clockwise from one of these holes and therefore makes a capture, the captured counters may be placed in the hole and left there, and the player may play instead from the other hole from which clockwise captures are allowed in a clockwise direction, if it leads to a capture. The player may continue playing from this hole as above until the possibilities to move are exhausted, and then may move from any hole in an anti-clockwise direction. Multiple captures can only be made in a clockwise direction from these holes if it is made on the first sowing of the turn. Otherwise, only one clockwise capture can be made and sowing must proceed in an anti-clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. ###Ludii (game "Choro (Acholi)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (map "LeftMostOuter" {(pair P1 0) (pair P2 31)}) (map "SecondLeftInner" {(pair P1 9) (pair P2 22)})}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "OuterPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Outer")) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(and (if (and (!= 1 (value Player Mover)) (is In (to) (sites Mover "Inner"))) (set Value Mover 1)) (if (< 1 (count at:(to))) (and (moveAgain) (if (= 1 (value Player Mover)) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to))) (if (is Occupied (if (is Mover P1) (+ (to) (* 3 8)) (- (to) (* 8 3)))) (and (fromTo (from (if (is Mover P1) (+ (to) (* 3 8)) (- (to) (* 8 3)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 3 8)) (- (to) (* 8 3))))) (set Var "Replay" (from))) (set Var "Replay" (to))))))))))) (nextPhase Mover (= 1 (count at:(last To afterConsequence:True))) "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))))))} (end (if (no Moves Next) (result Mover Win)))))
4x8 board. Two counters in each hole. Opening play: Two players play simultaneously, lifting and sowing counters from their outer rows. The game must begin from one of the rightmost two holes. Rules for sowing and capturing are the same as in the main phase of the game. The opening ends when both players reach an empty hole, and the first player to do so begins play in the main phase. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: Holes are in 'opposition' when one player has the inner row hole occupied and the opponent has at least the opposite hole in the inner row occupied; if the outer row hole is also occupied it is also in opposition. However, if the opponent's inner row hole is empty and the outer row is occupied, it is not in opposition. If the last hole in a sowing falls into a hole that is is in opposition, the player takes the counters in the opponent's holes in opposition and places them in the outer row hole next to the hole from which the capture occurred. The player then sows the captured counters from this hole. If the capture is only of one counter, the contents of the appropriate outer row hole on the player's side are sown along with the one captured counter. Further captures in the sowing can occur in the same way. If a player can make a capture on the first sowing they must. Otherwise, they can choose any hole on their side to sow. However, each player has four holes from which clockwise plays can be made: the leftmost two holes in both the inner and outer rows. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, they may, starting from the same hole, also be sown clockwise as long as they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise in the normal way from the outer row hole opposite the hole from which the capture was made. A player is not required to capture in a clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses.
(game "Choro (Lango)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (regions "FourLeftMost" P1 (intersection (expand (sites Left)) (expand (sites Bottom)))) (regions "FourLeftMost" P2 (intersection (expand (sites Right)) (expand (sites Top)))) (regions "TwoRightMostOuter" P1 (intersection (expand (sites Right)) (sites Bottom))) (regions "TwoRightMostOuter" P2 (intersection (expand (sites Left)) (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "OuterPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (= 1 (value Player Mover)) (sites Mover "Outer") (sites Mover "TwoRightMostOuter"))) if:(if (is Prev Mover) (< 0 (count at:(from))) (and (if (= 0 (count Sites in:(forEach (sites Mover "Outer") if:(and {(< 1 (count at:(site))) (is In (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8) (- (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8)))})))) True (is In (from) (forEach (sites Mover "Outer") if:(and {(< 1 (count at:(site))) (is In (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8) (- (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8)))})))) (< 1 (count at:(from)))))) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (and (moveAgain) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to))))))) (if (!= 1 (value Player Mover)) (set Value Mover 1))))))) (nextPhase Mover (= 1 (count at:(last To afterConsequence:True))) "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "FourLeftMost")) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites Mover "FourLeftMost")) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8)))})) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to)))))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (and (if (= 0 (count Sites in:(forEach (sites Mover) if:(and {(< 1 (count at:(site))) (is In (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8) (- (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8)))})))) True (is In (from) (forEach (sites Mover) if:(and {(< 1 (count at:(site))) (is In (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8) (- (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8)))})))) (< 1 (count at:(from)))))) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to)))))))))))))} (end (if (no Moves Next) (result Mover Win)))))
###Description 4x8 board. Two counters in each hole. Opening play: Two players play simultaneously, lifting and sowing counters from their outer rows. The game must begin from one of the rightmost two holes. Rules for sowing and capturing are the same as in the main phase of the game. The opening ends when both players reach an empty hole, and the first player to do so begins play in the main phase. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: Holes are in 'opposition' when one player has the inner row hole occupied and the opponent has at least the opposite hole in the inner row occupied; if the outer row hole is also occupied it is also in opposition. However, if the opponent's inner row hole is empty and the outer row is occupied, it is not in opposition. If the last hole in a sowing falls into a hole that is is in opposition, the player takes the counters in the opponent's holes in opposition and places them in the outer row hole next to the hole from which the capture occurred. The player then sows the captured counters from this hole. If the capture is only of one counter, the contents of the appropriate outer row hole on the player's side are sown along with the one captured counter. Further captures in the sowing can occur in the same way. If a player can make a capture on the first sowing they must. Otherwise, they can choose any hole on their side to sow. However, each player has four holes from which clockwise plays can be made: the leftmost two holes in both the inner and outer rows. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, they may, starting from the same hole, also be sown clockwise as long as they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise in the normal way from the outer row hole opposite the hole from which the capture was made. A player is not required to capture in a clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. ###Ludii (game "Choro (Lango)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (regions "FourLeftMost" P1 (intersection (expand (sites Left)) (expand (sites Bottom)))) (regions "FourLeftMost" P2 (intersection (expand (sites Right)) (expand (sites Top)))) (regions "TwoRightMostOuter" P1 (intersection (expand (sites Right)) (sites Bottom))) (regions "TwoRightMostOuter" P2 (intersection (expand (sites Left)) (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "OuterPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (= 1 (value Player Mover)) (sites Mover "Outer") (sites Mover "TwoRightMostOuter"))) if:(if (is Prev Mover) (< 0 (count at:(from))) (and (if (= 0 (count Sites in:(forEach (sites Mover "Outer") if:(and {(< 1 (count at:(site))) (is In (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8) (- (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8)))})))) True (is In (from) (forEach (sites Mover "Outer") if:(and {(< 1 (count at:(site))) (is In (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8) (- (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8)))})))) (< 1 (count at:(from)))))) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (and (moveAgain) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to))))))) (if (!= 1 (value Player Mover)) (set Value Mover 1))))))) (nextPhase Mover (= 1 (count at:(last To afterConsequence:True))) "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "FourLeftMost")) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites Mover "FourLeftMost")) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8)))})) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to)))))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (and (if (= 0 (count Sites in:(forEach (sites Mover) if:(and {(< 1 (count at:(site))) (is In (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8) (- (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8)))})))) True (is In (from) (forEach (sites Mover) if:(and {(< 1 (count at:(site))) (is In (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8) (- (trackSite Move from:(site) "TrackCCW" steps:(count at:(site))) 8)))})))) (< 1 (count at:(from)))))) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to)))))))))))))} (end (if (no Moves Next) (result Mover Win)))))
4x5 board. Five counters per hole. Players can sow from any hole. Sowing occurs orthogonally in any direction, and a player can change direction orthogonally at any point in the move, but can never double back. When the last counter falls into a hole, sowing continues if there are counters in the following holes; these are picked up and sowing continues from there. The hole from which the sowing continues will always be the next one in the opposite direction from the penultimate hole in which a counter was dropped. Therefore, if the sowing ends when a sowing hits an edge or corner, sowing does not continue. When the hole after the end of a sowing is empty, the counters in the next hole following it are captured, but captures cannot be made when the final counter falls into a hole from which a new direction must be chosen. Captures cannot be made from the central two holes of the board. The player who captures the most counters wins.
(game "Dongjintian (Four Players)" (players 4) (equipment {(mancalaBoard 4 5 store:None) (piece "Seed" Shared) (hand Each) (regions "ProtectingHoles" (sites {7 12}))}) (rules (start (set Count 5 to:(sites Board))) (play (if (and (is Prev Mover) (!= 0 (var "NumToSow"))) (if (can Move (move Select (from (last To)) (to (difference (sites Around (last To)) (sites (values Remembered "SowedSites")))) (then (and (add (piece (id "Seed" Shared)) (to (last To))) (if (< 1 (var "NumToSow")) (and {(set Var "NumToSow" (- (var "NumToSow") 1)) (moveAgain) (remember Value "SowedSites" (last From))}) (and {(forget Value "SowedSites" All) (set Var "NumToSow" 0) (if (!= (last To) (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (moveAgain) (if (!= (last To) (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (and (fromTo (from (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To))))) (if (and (!= (last To) (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To)))) (!= (last To) (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))) (if (and (is Occupied (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (is Empty (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To))))) (fromTo (from (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))))))))))})))))) (move Select (from (last To)) (to (difference (sites Around (last To)) (sites (values Remembered "SowedSites")))) (then (and (add (piece (id "Seed" Shared)) (to (last To))) (if (< 1 (var "NumToSow")) (and {(set Var "NumToSow" (- (var "NumToSow") 1)) (moveAgain) (remember Value "SowedSites" (last From))}) (and {(forget Value "SowedSites" All) (set Var "NumToSow" 0) (if (!= (last To) (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (moveAgain) (if (!= (last To) (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (and (fromTo (from (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To))))) (if (and (!= (last To) (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To)))) (!= (last To) (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))) (if (and (is Occupied (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (is Empty (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To))))) (fromTo (from (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))))))))))}))))) (do (and {(add (piece (id "Seed" Shared)) (to (last To)) count:(var "NumToSow")) (forget Value "SowedSites" All) (set Var "NumToSow" 0)}) next:(move Pass))) (if (is Prev Mover) (move (from (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (to (sites Around (from))) (then (and {(if (is Occupied (last From)) (and {(moveAgain) (set Var "NumToSow" (count at:(last From))) (remember Value "SowedSites" (last From))}) (if (!= (last To) (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (moveAgain) (if (!= (last To) (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (and (fromTo (from (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To))))) (if (and (!= (last To) (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To)))) (!= (last To) (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))) (if (and (is Occupied (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (is Empty (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To))))) (fromTo (from (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))))))))))) (remove (last From) count:(count at:(last From)))}))) (move (from (sites Board) if:(is Occupied (from))) (to (sites Around (from))) (then (and {(if (is Occupied (last From)) (and {(moveAgain) (set Var "NumToSow" (count at:(last From))) (remember Value "SowedSites" (last From))}) (if (!= (last To) (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (moveAgain) (if (!= (last To) (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (and (fromTo (from (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To))))) (if (and (!= (last To) (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To)))) (!= (last To) (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))) (if (and (is Occupied (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (is Empty (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To))))) (fromTo (from (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))))))))))) (remove (last From) count:(count at:(last From)))})))))) (end (if (<= (count Pieces All in:(sites Board)) 1) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2))) (score P3 (count Cell at:(handSite P3))) (score P4 (count Cell at:(handSite P4)))})))))
###Description 4x5 board. Five counters per hole. Players can sow from any hole. Sowing occurs orthogonally in any direction, and a player can change direction orthogonally at any point in the move, but can never double back. When the last counter falls into a hole, sowing continues if there are counters in the following holes; these are picked up and sowing continues from there. The hole from which the sowing continues will always be the next one in the opposite direction from the penultimate hole in which a counter was dropped. Therefore, if the sowing ends when a sowing hits an edge or corner, sowing does not continue. When the hole after the end of a sowing is empty, the counters in the next hole following it are captured, but captures cannot be made when the final counter falls into a hole from which a new direction must be chosen. Captures cannot be made from the central two holes of the board. The player who captures the most counters wins. ###Ludii (game "Dongjintian (Four Players)" (players 4) (equipment {(mancalaBoard 4 5 store:None) (piece "Seed" Shared) (hand Each) (regions "ProtectingHoles" (sites {7 12}))}) (rules (start (set Count 5 to:(sites Board))) (play (if (and (is Prev Mover) (!= 0 (var "NumToSow"))) (if (can Move (move Select (from (last To)) (to (difference (sites Around (last To)) (sites (values Remembered "SowedSites")))) (then (and (add (piece (id "Seed" Shared)) (to (last To))) (if (< 1 (var "NumToSow")) (and {(set Var "NumToSow" (- (var "NumToSow") 1)) (moveAgain) (remember Value "SowedSites" (last From))}) (and {(forget Value "SowedSites" All) (set Var "NumToSow" 0) (if (!= (last To) (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (moveAgain) (if (!= (last To) (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (and (fromTo (from (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To))))) (if (and (!= (last To) (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To)))) (!= (last To) (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))) (if (and (is Occupied (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (is Empty (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To))))) (fromTo (from (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))))))))))})))))) (move Select (from (last To)) (to (difference (sites Around (last To)) (sites (values Remembered "SowedSites")))) (then (and (add (piece (id "Seed" Shared)) (to (last To))) (if (< 1 (var "NumToSow")) (and {(set Var "NumToSow" (- (var "NumToSow") 1)) (moveAgain) (remember Value "SowedSites" (last From))}) (and {(forget Value "SowedSites" All) (set Var "NumToSow" 0) (if (!= (last To) (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (moveAgain) (if (!= (last To) (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (and (fromTo (from (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To))))) (if (and (!= (last To) (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To)))) (!= (last To) (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))) (if (and (is Occupied (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (is Empty (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To))))) (fromTo (from (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))))))))))}))))) (do (and {(add (piece (id "Seed" Shared)) (to (last To)) count:(var "NumToSow")) (forget Value "SowedSites" All) (set Var "NumToSow" 0)}) next:(move Pass))) (if (is Prev Mover) (move (from (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (to (sites Around (from))) (then (and {(if (is Occupied (last From)) (and {(moveAgain) (set Var "NumToSow" (count at:(last From))) (remember Value "SowedSites" (last From))}) (if (!= (last To) (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (moveAgain) (if (!= (last To) (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (and (fromTo (from (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To))))) (if (and (!= (last To) (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To)))) (!= (last To) (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))) (if (and (is Occupied (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (is Empty (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To))))) (fromTo (from (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))))))))))) (remove (last From) count:(count at:(last From)))}))) (move (from (sites Board) if:(is Occupied (from))) (to (sites Around (from))) (then (and {(if (is Occupied (last From)) (and {(moveAgain) (set Var "NumToSow" (count at:(last From))) (remember Value "SowedSites" (last From))}) (if (!= (last To) (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:1 (directions Vertex from:(last From) to:(last To)))) (moveAgain) (if (!= (last To) (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (if (is Occupied (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (and (fromTo (from (ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:2 (directions Vertex from:(last From) to:(last To))))) (if (and (!= (last To) (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To)))) (!= (last To) (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))) (if (and (is Occupied (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (is Empty (ahead (last To) steps:3 (directions Vertex from:(last From) to:(last To))))) (fromTo (from (ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To)))) (to (handSite Mover)) count:(count at:(ahead (last To) steps:4 (directions Vertex from:(last From) to:(last To))))))))))))) (remove (last From) count:(count at:(last From)))})))))) (end (if (<= (count Pieces All in:(sites Board)) 1) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2))) (score P3 (count Cell at:(handSite P3))) (score P4 (count Cell at:(handSite P4)))})))))
Play begins with two seeds in each hole. Each player owns the two rows closest to them. Play proceeds by taking the seeds from one hole and sowing them one by one in consecutive holes in an anti-clockwise direction. If the last seed falls in a hole in the inner row, and the opponent's hole opposite it is not empty, then the opponent's seeds in that hole are captured. Players can only play from holes with single counters when there is no other option, and they may not sow into another hole that already contains a counter. Play continues until one player no longer has any seeds.
(game "Hawalis" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "14,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (priority (move Select (from (sites Mover "Home") if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) if:(and {(= (count at:(to)) 1) (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))) 0)}) apply:(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))))))) (move Select (from (sites Mover "Home") if:(= (count at:(from)) 1)) (then (sow "Track" owner:(mover) if:(and {(= (count at:(to)) 1) (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))) 0)}) apply:(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
###Description Play begins with two seeds in each hole. Each player owns the two rows closest to them. Play proceeds by taking the seeds from one hole and sowing them one by one in consecutive holes in an anti-clockwise direction. If the last seed falls in a hole in the inner row, and the opponent's hole opposite it is not empty, then the opponent's seeds in that hole are captured. Players can only play from holes with single counters when there is no other option, and they may not sow into another hole that already contains a counter. Play continues until one player no longer has any seeds. ###Ludii (game "Hawalis" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "14,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (priority (move Select (from (sites Mover "Home") if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) if:(and {(= (count at:(to)) 1) (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))) 0)}) apply:(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))))))) (move Select (from (sites Mover "Home") if:(= (count at:(from)) 1)) (then (sow "Track" owner:(mover) if:(and {(= (count at:(to)) 1) (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))) 0)}) apply:(fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7))))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
4x12-24 (only even numbers allowed) board. Play begins with two counters in the outer row of each players' holes and two counter in each of the four holes on the right hand side of both players' inner row of holes. Player picks up contents of any hole containing two or more counters and sows them anti-clockwise. If the final counter of the sowing falls into an empty hole, the turn is over. If the last counter falls into an occupied hole, sowing continues by picking up the counters in that hole and continuing in the same direction. If the last counter falls into an occupied hole in the player's inner row, and the opponent's two holes opposite it are occupied, these are captured and sowing continues using these counters beginning at the next hole after the one which caused the capture. Play ends when one player cannot move; i.e. when they have only single counters in holes or all their counters have been captured. Each player has 12 holes. The player can sow from any hole with one or more seeds.
(game "Hus (Damara)" (players 2) (equipment {(mancalaBoard 4 12 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "24,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union {(expand (intersection (sites Row 1) (sites Right)) steps:3 W) (expand (intersection (sites Row 2) (sites Left)) steps:3 E) (sites P1 "Outer") (sites P2 "Outer")}))) (play (move Select (from (if (is Prev Mover) (if (is Pending) (sites {(value Pending)}) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (if (and {(is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 12) (- (to) 12))) 0) (> (count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) 0)}) (and {(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (fromTo (from (if (is Mover P1) (+ (to) 12) (- (to) 12))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 12) (- (to) 12)))) (fromTo (from (if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2))))) (if (> (count at:(trackSite Move from:(to) "Track" steps:1)) 1) (and (set Pending (trackSite Move from:(to) "Track" steps:1)) (moveAgain)))}) (moveAgain))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))})))))
###Description 4x12-24 (only even numbers allowed) board. Play begins with two counters in the outer row of each players' holes and two counter in each of the four holes on the right hand side of both players' inner row of holes. Player picks up contents of any hole containing two or more counters and sows them anti-clockwise. If the final counter of the sowing falls into an empty hole, the turn is over. If the last counter falls into an occupied hole, sowing continues by picking up the counters in that hole and continuing in the same direction. If the last counter falls into an occupied hole in the player's inner row, and the opponent's two holes opposite it are occupied, these are captured and sowing continues using these counters beginning at the next hole after the one which caused the capture. Play ends when one player cannot move; i.e. when they have only single counters in holes or all their counters have been captured. Each player has 12 holes. The player can sow from any hole with one or more seeds. ###Ludii (game "Hus (Damara)" (players 2) (equipment {(mancalaBoard 4 12 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "24,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union {(expand (intersection (sites Row 1) (sites Right)) steps:3 W) (expand (intersection (sites Row 2) (sites Left)) steps:3 E) (sites P1 "Outer") (sites P2 "Outer")}))) (play (move Select (from (if (is Prev Mover) (if (is Pending) (sites {(value Pending)}) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (if (and {(is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 12) (- (to) 12))) 0) (> (count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) 0)}) (and {(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (fromTo (from (if (is Mover P1) (+ (to) 12) (- (to) 12))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 12) (- (to) 12)))) (fromTo (from (if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2))))) (if (> (count at:(trackSite Move from:(to) "Track" steps:1)) 1) (and (set Pending (trackSite Move from:(to) "Track" steps:1)) (moveAgain)))}) (moveAgain))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))})))))
4x16-22 board. Two counters in each player's outer row and the right half of the holes in the inner row. The opening move is stylized; each player must make one of the following moves on their first turn: Take counters from the hole that is two to the right of the center of the board in the outer row. Sow them to the right starting in the hole third from the center in the inner row; Take counters from the hole that is three to the right of the center of the board in the outer row. Sown them to the right starting from the hole second from the center in the inner row; Take counters from the hole next to the center of the board in the inner row. Sow them to the right; Take counters from the hole next to the left of the center of the board in the outer row. Sow them to the right starting from the hole next to the right of the center of the board. Players then sow from any of their holes in an anti-clockwise direction. If the last counter of a sowing lands in an empty hole, the turn ends. If the last counter falls into an occupied hole, the counters in that hole are picked up and sowing continues, unless the hole in the inner row on the opponent's side opposite the one the player last sowed into is occupied, in which case any counters in this hole and any in the opponent's opposite outer row hole are captured. The captured counters are then sown on the player's side of the board, starting with the hole following the one from which the capture was made. Sowing cannot occur from holes with single counters. The game ends when one player can no longer move. Each player has 16 holes on each row.
(game "Hus (Nama)" (players 2) (equipment {(mancalaBoard 4 16 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "32,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (difference (sites Track "TrackCCW1") (sites P1 "Inner"))) (regions "Outer" P2 (difference (sites Track "TrackCCW2") (sites P2 "Inner"))) (regions "HalfRightInner" P1 (sites {24 25 26 27 28 29 30 31})) (regions "HalfRightInner" P2 (sites {32 33 34 35 36 37 38 39})) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union {(sites P1 "Outer") (sites P2 "Outer") (sites P1 "HalfRightInner") (sites P2 "HalfRightInner")}))) phases:{(phase "OpeningP1" P1 (play (or {(move Select (from (- (/ 16 2) 2)) (then (and (fromTo (from (last To)) (to (+ (/ 16 2) 1)) count:2) (sow (+ (/ 16 2) 1) count:2 "TrackCCW" owner:(mover))))) (move Select (from (+ (/ 16 2) 2)) (then (and (fromTo (from (last To)) (to (+ (+ 16 (/ 16 2)) 1))) (fromTo (from (last To)) (to (+ (+ 16 (/ 16 2)) 2)))))) (move Select (from (+ 16 (/ 16 2))) (then (and (fromTo (from (last To)) (to (+ (+ 16 (/ 16 2)) 1))) (fromTo (from (last To)) (to (+ (+ 16 (/ 16 2)) 2)))))) (move Select (from (- (/ 16 2) 1)) (then (sow "TrackCCW" owner:(mover))))})) (nextPhase Mover "Sowing")) (phase "OpeningP2" P2 (play (or {(move Select (from (+ (- (* 4 16) (/ 16 2)) 1)) (then (and (fromTo (from (last To)) (to (- (- (* 4 16) (/ 16 2)) 2)) count:2) (sow (- (- (* 4 16) (/ 16 2)) 2) count:2 "TrackCCW" owner:(mover))))) (move Select (from (- (- (* 4 16) (/ 16 2)) 3)) (then (and (fromTo (from (last To)) (to (- (- (* 3 16) (/ 16 2)) 2))) (fromTo (from (last To)) (to (- (- (* 3 16) (/ 16 2)) 3)))))) (move Select (from (- (- (* 3 16) (/ 16 2)) 1)) (then (and (fromTo (from (last To)) (to (- (- (* 3 16) (/ 16 2)) 2))) (fromTo (from (last To)) (to (- (- (* 3 16) (/ 16 2)) 3)))))) (move Select (from (- (* 4 16) (/ 16 2))) (then (sow "TrackCCW" owner:(mover))))})) (nextPhase Mover "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 16) (- (to) 16))) (and {(fromTo (from (if (is Mover P1) (+ (to) 16) (- (to) 16))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (and (fromTo (from (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2))))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3)))) (count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2))))) "TrackCCW" owner:(mover))) (sow (to) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))) "TrackCCW" owner:(mover)))}) (and (moveAgain) (set Var "Replay" (to)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2))))) (if (is Occupied (if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3)))) (and (fromTo (from (if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3))))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3)))) (count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2))))) "TrackCCW" owner:(mover))) (sow (to) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) "TrackCCW" owner:(mover)))}) (and (moveAgain) (set Var "Replay" (to)))))))))) (end (forEach NonMover if:(no Moves Player) (result Player Loss))))}))
###Description 4x16-22 board. Two counters in each player's outer row and the right half of the holes in the inner row. The opening move is stylized; each player must make one of the following moves on their first turn: Take counters from the hole that is two to the right of the center of the board in the outer row. Sow them to the right starting in the hole third from the center in the inner row; Take counters from the hole that is three to the right of the center of the board in the outer row. Sown them to the right starting from the hole second from the center in the inner row; Take counters from the hole next to the center of the board in the inner row. Sow them to the right; Take counters from the hole next to the left of the center of the board in the outer row. Sow them to the right starting from the hole next to the right of the center of the board. Players then sow from any of their holes in an anti-clockwise direction. If the last counter of a sowing lands in an empty hole, the turn ends. If the last counter falls into an occupied hole, the counters in that hole are picked up and sowing continues, unless the hole in the inner row on the opponent's side opposite the one the player last sowed into is occupied, in which case any counters in this hole and any in the opponent's opposite outer row hole are captured. The captured counters are then sown on the player's side of the board, starting with the hole following the one from which the capture was made. Sowing cannot occur from holes with single counters. The game ends when one player can no longer move. Each player has 16 holes on each row. ###Ludii (game "Hus (Nama)" (players 2) (equipment {(mancalaBoard 4 16 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "32,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (difference (sites Track "TrackCCW1") (sites P1 "Inner"))) (regions "Outer" P2 (difference (sites Track "TrackCCW2") (sites P2 "Inner"))) (regions "HalfRightInner" P1 (sites {24 25 26 27 28 29 30 31})) (regions "HalfRightInner" P2 (sites {32 33 34 35 36 37 38 39})) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union {(sites P1 "Outer") (sites P2 "Outer") (sites P1 "HalfRightInner") (sites P2 "HalfRightInner")}))) phases:{(phase "OpeningP1" P1 (play (or {(move Select (from (- (/ 16 2) 2)) (then (and (fromTo (from (last To)) (to (+ (/ 16 2) 1)) count:2) (sow (+ (/ 16 2) 1) count:2 "TrackCCW" owner:(mover))))) (move Select (from (+ (/ 16 2) 2)) (then (and (fromTo (from (last To)) (to (+ (+ 16 (/ 16 2)) 1))) (fromTo (from (last To)) (to (+ (+ 16 (/ 16 2)) 2)))))) (move Select (from (+ 16 (/ 16 2))) (then (and (fromTo (from (last To)) (to (+ (+ 16 (/ 16 2)) 1))) (fromTo (from (last To)) (to (+ (+ 16 (/ 16 2)) 2)))))) (move Select (from (- (/ 16 2) 1)) (then (sow "TrackCCW" owner:(mover))))})) (nextPhase Mover "Sowing")) (phase "OpeningP2" P2 (play (or {(move Select (from (+ (- (* 4 16) (/ 16 2)) 1)) (then (and (fromTo (from (last To)) (to (- (- (* 4 16) (/ 16 2)) 2)) count:2) (sow (- (- (* 4 16) (/ 16 2)) 2) count:2 "TrackCCW" owner:(mover))))) (move Select (from (- (- (* 4 16) (/ 16 2)) 3)) (then (and (fromTo (from (last To)) (to (- (- (* 3 16) (/ 16 2)) 2))) (fromTo (from (last To)) (to (- (- (* 3 16) (/ 16 2)) 3)))))) (move Select (from (- (- (* 3 16) (/ 16 2)) 1)) (then (and (fromTo (from (last To)) (to (- (- (* 3 16) (/ 16 2)) 2))) (fromTo (from (last To)) (to (- (- (* 3 16) (/ 16 2)) 3)))))) (move Select (from (- (* 4 16) (/ 16 2))) (then (sow "TrackCCW" owner:(mover))))})) (nextPhase Mover "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 16) (- (to) 16))) (and {(fromTo (from (if (is Mover P1) (+ (to) 16) (- (to) 16))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (and (fromTo (from (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2))))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3)))) (count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2))))) "TrackCCW" owner:(mover))) (sow (to) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))) "TrackCCW" owner:(mover)))}) (and (moveAgain) (set Var "Replay" (to)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2))))) (if (is Occupied (if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3)))) (and (fromTo (from (if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3))))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) (* 16 3)) (- (to) (* 16 3)))) (count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2))))) "TrackCCW" owner:(mover))) (sow (to) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) "TrackCCW" owner:(mover)))}) (and (moveAgain) (set Var "Replay" (to)))))))))) (end (forEach NonMover if:(no Moves Player) (result Player Loss))))}))
4x8 board. Two counters in each hole. Opening play: Players simultaneously arrange their counters in the following patter, beginning from the bottom left and proceeding anti-clockwise: 0, 6, 0, 0, 0, 0, 0, 17, 0, 3, 0, 3, 0, 3, 0, 0. Players then move alternately. The first three turns are made by sowing from the holes with three holes, proceeding in order from the one furthest to the left, sowing two in the next hole and one in the following. They then sow from the next hole to the right with three counters on the next turn in the same way. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: Holes are in 'opposition' when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. However, each player has two hole from which clockwise plays can be made: the leftmost hole in the outer row and the second from the left in the inner row. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, starting from the same hole, they can also be sown clockwise if they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise. Another alternative the player has is that, if the player plays clockwise from one of these holes and therefore makes a capture, the captured counters may be placed in the hole and left there, and the player may play instead from the other hole from which clockwise captures are allowed in a clockwise direction, if it leads to a capture. The player may continue playing from this hole as above until the possibilities to move are exhausted, and then may move from any hole in an anti-clockwise direction. Multiple captures can only be made in a clockwise direction from these holes if it is made on the first sowing of the turn. Otherwise, only one clockwise capture can be made and sowing must proceed in an anti-clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. A player may also win by capturing the counters from both of the opponent's end holes in the inner row in a single turn.
(game "Ikibuguzo (Opening 1)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (map "FirstMove" {(pair P1 10) (pair P2 21)}) (map "SecondMove" {(pair P1 12) (pair P2 19)}) (map "ThirdMove" {(pair P1 14) (pair P2 17)}) (map "LeftMostOuter" {(pair P1 0) (pair P2 31)}) (map "SecondLeftInner" {(pair P1 9) (pair P2 22)}) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 6 to:(sites {"G4" "B1"})) (set Count 17 to:(sites {"H1" "A4"})) (set Count 3 to:(sites {"G2" "E2" "C2" "B3" "D3" "F3"}))}) phases:{(phase "FirstMove" (play (move (from (mapEntry "FirstMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:1)) count:2 (then (fromTo (from (mapEntry "FirstMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:2)) count:1)))) (nextPhase Mover "SecondMove")) (phase "SecondMove" (play (move (from (mapEntry "SecondMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:1)) count:2 (then (fromTo (from (mapEntry "SecondMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:2)) count:1)))) (nextPhase Mover "ThirdMove")) (phase "ThirdMove" (play (move (from (mapEntry "ThirdMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:1)) count:2 (then (fromTo (from (mapEntry "ThirdMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:2)) count:1)))) (nextPhase Mover "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))))) (end (if (no Moves Next) (result Mover Win))))}))
###Description 4x8 board. Two counters in each hole. Opening play: Players simultaneously arrange their counters in the following patter, beginning from the bottom left and proceeding anti-clockwise: 0, 6, 0, 0, 0, 0, 0, 17, 0, 3, 0, 3, 0, 3, 0, 0. Players then move alternately. The first three turns are made by sowing from the holes with three holes, proceeding in order from the one furthest to the left, sowing two in the next hole and one in the following. They then sow from the next hole to the right with three counters on the next turn in the same way. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: Holes are in 'opposition' when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. However, each player has two hole from which clockwise plays can be made: the leftmost hole in the outer row and the second from the left in the inner row. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, starting from the same hole, they can also be sown clockwise if they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise. Another alternative the player has is that, if the player plays clockwise from one of these holes and therefore makes a capture, the captured counters may be placed in the hole and left there, and the player may play instead from the other hole from which clockwise captures are allowed in a clockwise direction, if it leads to a capture. The player may continue playing from this hole as above until the possibilities to move are exhausted, and then may move from any hole in an anti-clockwise direction. Multiple captures can only be made in a clockwise direction from these holes if it is made on the first sowing of the turn. Otherwise, only one clockwise capture can be made and sowing must proceed in an anti-clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. A player may also win by capturing the counters from both of the opponent's end holes in the inner row in a single turn. ###Ludii (game "Ikibuguzo (Opening 1)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (map "FirstMove" {(pair P1 10) (pair P2 21)}) (map "SecondMove" {(pair P1 12) (pair P2 19)}) (map "ThirdMove" {(pair P1 14) (pair P2 17)}) (map "LeftMostOuter" {(pair P1 0) (pair P2 31)}) (map "SecondLeftInner" {(pair P1 9) (pair P2 22)}) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 6 to:(sites {"G4" "B1"})) (set Count 17 to:(sites {"H1" "A4"})) (set Count 3 to:(sites {"G2" "E2" "C2" "B3" "D3" "F3"}))}) phases:{(phase "FirstMove" (play (move (from (mapEntry "FirstMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:1)) count:2 (then (fromTo (from (mapEntry "FirstMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:2)) count:1)))) (nextPhase Mover "SecondMove")) (phase "SecondMove" (play (move (from (mapEntry "SecondMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:1)) count:2 (then (fromTo (from (mapEntry "SecondMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:2)) count:1)))) (nextPhase Mover "ThirdMove")) (phase "ThirdMove" (play (move (from (mapEntry "ThirdMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:1)) count:2 (then (fromTo (from (mapEntry "ThirdMove" Mover)) (to (trackSite Move from:(from) "TrackCCW" steps:2)) count:1)))) (nextPhase Mover "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))))) (end (if (no Moves Next) (result Mover Win))))}))
4x8 board. Two counters in each hole. Opening play: Players rearrange their counters so that there are four counters in each hole of their outer row. If they play with the second array, they take turns sowing from each of the holes with four counters, beginning with the rightmost hole, placing two in the first hole and one in each of the following. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: Holes are in 'opposition' when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. However, each player has two hole from which clockwise plays can be made: the leftmost hole in the outer row and the second from the left in the inner row. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, starting from the same hole, they can also be sown clockwise if they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise. Another alternative the player has is that, if the player plays clockwise from one of these holes and therefore makes a capture, the captured counters may be placed in the hole and left there, and the player may play instead from the other hole from which clockwise captures are allowed in a clockwise direction, if it leads to a capture. The player may continue playing from this hole as above until the possibilities to move are exhausted, and then may move from any hole in an anti-clockwise direction. Multiple captures can only be made in a clockwise direction from these holes if it is made on the first sowing of the turn. Otherwise, only one clockwise capture can be made and sowing must proceed in an anti-clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. A player may also win by capturing the counters from both of the opponent's end holes in the inner row in a single turn.
(game "Ikibuguzo (Opening 2)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (map "RightMost" {(pair P1 7) (pair P2 24)}) (map "LeftMostOuter" {(pair P1 0) (pair P2 31)}) (map "SecondLeftInner" {(pair P1 9) (pair P2 22)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(union (sites Bottom) (sites Top)))) phases:{(phase "FirstMove" (play (move (from (trackSite FirstSite Mover "TrackCW" from:(if (= (value Player Mover) -1) (mapEntry "RightMost" Mover) (value Player Mover)) if:(= 4 (count at:(to))))) (to (trackSite Move from:(from) "TrackCCW" steps:1)) count:2 (then (and {(fromTo (from (last From)) (to (trackSite Move from:(last From) "TrackCCW" steps:2)) count:1) (fromTo (from (last From)) (to (trackSite Move from:(last From) "TrackCCW" steps:3)) count:1) (set Value Mover (last From))})))) (nextPhase Mover (= (last From) (mapEntry "LeftMostOuter" Mover)) "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))))) (end (if (no Moves Next) (result Mover Win))))}))
###Description 4x8 board. Two counters in each hole. Opening play: Players rearrange their counters so that there are four counters in each hole of their outer row. If they play with the second array, they take turns sowing from each of the holes with four counters, beginning with the rightmost hole, placing two in the first hole and one in each of the following. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: Holes are in 'opposition' when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. However, each player has two hole from which clockwise plays can be made: the leftmost hole in the outer row and the second from the left in the inner row. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, starting from the same hole, they can also be sown clockwise if they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise. Another alternative the player has is that, if the player plays clockwise from one of these holes and therefore makes a capture, the captured counters may be placed in the hole and left there, and the player may play instead from the other hole from which clockwise captures are allowed in a clockwise direction, if it leads to a capture. The player may continue playing from this hole as above until the possibilities to move are exhausted, and then may move from any hole in an anti-clockwise direction. Multiple captures can only be made in a clockwise direction from these holes if it is made on the first sowing of the turn. Otherwise, only one clockwise capture can be made and sowing must proceed in an anti-clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. A player may also win by capturing the counters from both of the opponent's end holes in the inner row in a single turn. ###Ludii (game "Ikibuguzo (Opening 2)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (map "RightMost" {(pair P1 7) (pair P2 24)}) (map "LeftMostOuter" {(pair P1 0) (pair P2 31)}) (map "SecondLeftInner" {(pair P1 9) (pair P2 22)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(union (sites Bottom) (sites Top)))) phases:{(phase "FirstMove" (play (move (from (trackSite FirstSite Mover "TrackCW" from:(if (= (value Player Mover) -1) (mapEntry "RightMost" Mover) (value Player Mover)) if:(= 4 (count at:(to))))) (to (trackSite Move from:(from) "TrackCCW" steps:1)) count:2 (then (and {(fromTo (from (last From)) (to (trackSite Move from:(last From) "TrackCCW" steps:2)) count:1) (fromTo (from (last From)) (to (trackSite Move from:(last From) "TrackCCW" steps:3)) count:1) (set Value Mover (last From))})))) (nextPhase Mover (= (last From) (mapEntry "LeftMostOuter" Mover)) "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))))) (end (if (no Moves Next) (result Mover Win))))}))
4x8 board. Play begins with two counters in each hole. Opening moves: Players place all of the counters in the outer row into their rightmost hole. They then take one counter from each of the holes in the inner row and redistribute them into the outer row, one in each hole. Then, each player sows counters in an anti-clockwise direction beginning from the rightmost hole in the inner row, proceeding, picking up the contents of holes when the last counter falls into an occupied hole and continuing sowing. However, the final counter that would fall into the rightmost hole in the outer row (which should now contain 17 counters) is not placed there, but rather on the second to right hole in the inner row, which should now contain one counter. Initial phase: In the initial phase, the rightmost hole in the inner and outer row for each player are out of play. All sowing and capturing only occurs on the remaining holes. Sowing occurs in an anti-clockwise direction. When the final counter of a sowing lands in an empty hole, the turn ends. When it falls into an occupied hole in the player's inner row the contents of the opponent's opposite holes in the inner and outer row are captured. These are then sown in the player's holes beginning with the hole from where the previous sowing began. If the final counter of a sowing falls into an occupied hole that cannot make a capture, then the counters in this hole are picked up and sowing continues. Second phase: The initial phase ends when a player plays from the rightmost hole in the outer row. This can be by necessity or by choice. Once this happens, that player must play in all of their holes. The opponent may remain in the initial phase after this point until they play from their rightmost hole. The same sowing and capturing rules as before. Play continues until one player can no longer move.
(game "Isolo" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (hand Each) (map "RightmostOuter" {(pair P1 7) (pair P2 24)}) (map "RightmostInner" {(pair P1 15) (pair P2 16)}) (map "SecondRightmostInner" {(pair P1 14) (pair P2 17)})}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening1" (play (forEach Site (difference (sites Mover "Outer") (mapEntry "RightmostOuter" Mover)) (if (is Occupied (site)) (move (from (site)) (to (mapEntry "RightmostOuter" Mover)) count:(count at:(site)))))) (nextPhase Mover (all Sites (difference (sites Mover "Outer") (mapEntry "RightmostOuter" Mover)) if:(is Empty (site))) "Opening2")) (phase "Opening2" (play (forEach Site (sites Mover "Inner") (if (= 2 (count at:(site))) (move (from (site)) (to (if (is Mover P1) (- (site) 8) (+ (site) 8))) count:1)))) (nextPhase Mover (all Sites (sites Mover "Inner") if:(= (count at:(site)) 1)) "Opening3")) (phase "Opening3" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites {(mapEntry "RightmostInner" Mover)}))) (then (sow "TrackCCW" owner:(mover) apply:(if (!= (to) (mapEntry "RightmostOuter" Mover)) (moveAgain) (fromTo (from (to)) (to (mapEntry "SecondRightmostInner" Mover)) count:1)))))) (nextPhase Mover (not (is Next Mover)) "InitialSowing")) (phase "InitialSowing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Inner")) (if (or (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) "TrackCCW" owner:(mover) skipIf:(is In (to) (sites {(mapEntry "RightmostOuter" Mover) (mapEntry "RightmostInner" Mover)})))}) (moveAgain)) (moveAgain))) skipIf:(is In (to) (sites {(mapEntry "RightmostOuter" Mover) (mapEntry "RightmostInner" Mover)})))))) (nextPhase Mover (is In (last From) (sites {(mapEntry "RightmostOuter" Mover) (mapEntry "RightmostInner" Mover)})) "InitialSowing")) (phase "Sowing" (play (move Select (from (sites Mover "Home") if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Inner")) (if (or (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) "TrackCCW" owner:(mover))}) (moveAgain)) (moveAgain))))))))} (end (forEach Player if:(no Moves Player) (result Player Loss)))))
###Description 4x8 board. Play begins with two counters in each hole. Opening moves: Players place all of the counters in the outer row into their rightmost hole. They then take one counter from each of the holes in the inner row and redistribute them into the outer row, one in each hole. Then, each player sows counters in an anti-clockwise direction beginning from the rightmost hole in the inner row, proceeding, picking up the contents of holes when the last counter falls into an occupied hole and continuing sowing. However, the final counter that would fall into the rightmost hole in the outer row (which should now contain 17 counters) is not placed there, but rather on the second to right hole in the inner row, which should now contain one counter. Initial phase: In the initial phase, the rightmost hole in the inner and outer row for each player are out of play. All sowing and capturing only occurs on the remaining holes. Sowing occurs in an anti-clockwise direction. When the final counter of a sowing lands in an empty hole, the turn ends. When it falls into an occupied hole in the player's inner row the contents of the opponent's opposite holes in the inner and outer row are captured. These are then sown in the player's holes beginning with the hole from where the previous sowing began. If the final counter of a sowing falls into an occupied hole that cannot make a capture, then the counters in this hole are picked up and sowing continues. Second phase: The initial phase ends when a player plays from the rightmost hole in the outer row. This can be by necessity or by choice. Once this happens, that player must play in all of their holes. The opponent may remain in the initial phase after this point until they play from their rightmost hole. The same sowing and capturing rules as before. Play continues until one player can no longer move. ###Ludii (game "Isolo" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (hand Each) (map "RightmostOuter" {(pair P1 7) (pair P2 24)}) (map "RightmostInner" {(pair P1 15) (pair P2 16)}) (map "SecondRightmostInner" {(pair P1 14) (pair P2 17)})}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening1" (play (forEach Site (difference (sites Mover "Outer") (mapEntry "RightmostOuter" Mover)) (if (is Occupied (site)) (move (from (site)) (to (mapEntry "RightmostOuter" Mover)) count:(count at:(site)))))) (nextPhase Mover (all Sites (difference (sites Mover "Outer") (mapEntry "RightmostOuter" Mover)) if:(is Empty (site))) "Opening2")) (phase "Opening2" (play (forEach Site (sites Mover "Inner") (if (= 2 (count at:(site))) (move (from (site)) (to (if (is Mover P1) (- (site) 8) (+ (site) 8))) count:1)))) (nextPhase Mover (all Sites (sites Mover "Inner") if:(= (count at:(site)) 1)) "Opening3")) (phase "Opening3" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites {(mapEntry "RightmostInner" Mover)}))) (then (sow "TrackCCW" owner:(mover) apply:(if (!= (to) (mapEntry "RightmostOuter" Mover)) (moveAgain) (fromTo (from (to)) (to (mapEntry "SecondRightmostInner" Mover)) count:1)))))) (nextPhase Mover (not (is Next Mover)) "InitialSowing")) (phase "InitialSowing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Inner")) (if (or (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) "TrackCCW" owner:(mover) skipIf:(is In (to) (sites {(mapEntry "RightmostOuter" Mover) (mapEntry "RightmostInner" Mover)})))}) (moveAgain)) (moveAgain))) skipIf:(is In (to) (sites {(mapEntry "RightmostOuter" Mover) (mapEntry "RightmostInner" Mover)})))))) (nextPhase Mover (is In (last From) (sites {(mapEntry "RightmostOuter" Mover) (mapEntry "RightmostInner" Mover)})) "InitialSowing")) (phase "Sowing" (play (move Select (from (sites Mover "Home") if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Inner")) (if (or (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) "TrackCCW" owner:(mover))}) (moveAgain)) (moveAgain))))))))} (end (forEach Player if:(no Moves Player) (result Player Loss)))))
4x8 board. Two counters in each hole. Each player may sow in either direction on their first move, but must continue in the same direction for the remainder of the game. When the final counter of a sowing lands in an occupied hole, the counters in that hole are picked up and sowing continues. If the final hole of a sowing is in the inner row, regardless of whether it is occupied or empty, the player then captures the counters in both of the opponent's holes opposite it, and continues sowing with these counters as well as the ones in the final hole of sowing. Captures cannot be made when the final hole of a sowing was empty, and the opponent's opposite holes have only a single counter. When the final counter lands in an empty hole, the turn is over. The player who captures all the counters wins.
(game "Katra Boaoaka" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (or (if (!= (value Player Mover) 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (and (sow "TrackCCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to)))) (if (is In (to) (sites Mover "Inner")) (if (not (and {(= 1 (count at:(to))) (= 1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (= 1 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))})) (if (or (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (if (= 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to))))})))))) (if (!= (value Player Mover) 1) (set Value Mover 1)))))) (if (!= (value Player Mover) 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (and (sow "TrackCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to)))) (if (is In (to) (sites Mover "Inner")) (if (not (and {(= 1 (count at:(to))) (= 1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (= 1 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))})) (if (or (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (if (= 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to))))})))))) (if (!= (value Player Mover) 2) (set Value Mover 2)))))))) (end (forEach NonMover if:(no Moves Player) (result Player Loss)))))
###Description 4x8 board. Two counters in each hole. Each player may sow in either direction on their first move, but must continue in the same direction for the remainder of the game. When the final counter of a sowing lands in an occupied hole, the counters in that hole are picked up and sowing continues. If the final hole of a sowing is in the inner row, regardless of whether it is occupied or empty, the player then captures the counters in both of the opponent's holes opposite it, and continues sowing with these counters as well as the ones in the final hole of sowing. Captures cannot be made when the final hole of a sowing was empty, and the opponent's opposite holes have only a single counter. When the final counter lands in an empty hole, the turn is over. The player who captures all the counters wins. ###Ludii (game "Katra Boaoaka" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (or (if (!= (value Player Mover) 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (and (sow "TrackCCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to)))) (if (is In (to) (sites Mover "Inner")) (if (not (and {(= 1 (count at:(to))) (= 1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (= 1 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))})) (if (or (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (if (= 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to))))})))))) (if (!= (value Player Mover) 1) (set Value Mover 1)))))) (if (!= (value Player Mover) 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (and (sow "TrackCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to)))) (if (is In (to) (sites Mover "Inner")) (if (not (and {(= 1 (count at:(to))) (= 1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (= 1 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))})) (if (or (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (if (= 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to))))})))))) (if (!= (value Player Mover) 2) (set Value Mover 2)))))))) (end (forEach NonMover if:(no Moves Player) (result Player Loss)))))
4x6, 8, or 10 holes. Eight is most common. Two counters in each hole. Sowing begins from any hole on the player's side, in either direction, but the direction chosen on the first turn must be maintained throughout the game. If the final counter lands in an empty hole, the turn ends. If the final counter lands in the outer row in an occupied hole, these are picked up and sowing continues. If the final counter lands in an occupied hole in the inner row, and the opponent's inner row hole opposite contains more than one counter, these are captured and the sowing continues from the hole from which the capture was made using the captured counters and the final counter from the sowing that caused the capture. If the opponent has no counters in any of their inner row holes, the counters in their outer row holes can be captured, in the same manner. Evidence Map Each player has 8 holes on each row.
(game "Katra" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (or (if (!= (value Player Mover) 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (and (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Outer")) (and (moveAgain) (set Var "Replay" (to))) (if (< 1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (moveAgain) (set Var "Replay" (to))}) (if (< 1 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (moveAgain) (set Var "Replay" (to))})))))) (if (!= (value Player Mover) 1) (set Value Mover 1)))))) (if (!= (value Player Mover) 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (and (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Outer")) (and (moveAgain) (set Var "Replay" (to))) (if (< 1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (moveAgain) (set Var "Replay" (to))}) (if (< 1 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (moveAgain) (set Var "Replay" (to))})))))) (if (!= (value Player Mover) 2) (set Value Mover 2)))))))) (end (forEach NonMover if:(no Moves Player) (result Player Loss)))))
###Description 4x6, 8, or 10 holes. Eight is most common. Two counters in each hole. Sowing begins from any hole on the player's side, in either direction, but the direction chosen on the first turn must be maintained throughout the game. If the final counter lands in an empty hole, the turn ends. If the final counter lands in the outer row in an occupied hole, these are picked up and sowing continues. If the final counter lands in an occupied hole in the inner row, and the opponent's inner row hole opposite contains more than one counter, these are captured and the sowing continues from the hole from which the capture was made using the captured counters and the final counter from the sowing that caused the capture. If the opponent has no counters in any of their inner row holes, the counters in their outer row holes can be captured, in the same manner. Evidence Map Each player has 8 holes on each row. ###Ludii (game "Katra" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (or (if (!= (value Player Mover) 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (and (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Outer")) (and (moveAgain) (set Var "Replay" (to))) (if (< 1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (moveAgain) (set Var "Replay" (to))}) (if (< 1 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (moveAgain) (set Var "Replay" (to))})))))) (if (!= (value Player Mover) 1) (set Value Mover 1)))))) (if (!= (value Player Mover) 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (and (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Outer")) (and (moveAgain) (set Var "Replay" (to))) (if (< 1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (moveAgain) (set Var "Replay" (to))}) (if (< 1 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (moveAgain) (set Var "Replay" (to))})))))) (if (!= (value Player Mover) 2) (set Value Mover 2)))))))) (end (forEach NonMover if:(no Moves Player) (result Player Loss)))))
4x8 board. Four counters in each of the holes in each player's inner row. Sowing occurs in an anti-clockwise direction, with the first counter being sown into the hole from which the counters were picked up. When the final counter lands in an empty hole, the player's turn ends. When the final counter lands in an occupied hole in the inner row, the player captures the counters in the opponent's opposite inner row hole, and continues sowing with these counters and the counters in the hole where the final counter was dropped.. When the final counter lands in an occupied hole but a capture is not possible, these counters are picked up and sowing continues. Play continues until one player can no longer play, and the opponent wins.
(game "Kisolo (Lali)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(union (sites P1 "Inner") (sites P2 "Inner")))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (and (moveAgain) (if (and (!= (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (is In (to) (sites Mover "Inner"))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))))) origin:True)))) (end (if (and (!= (next) (mover)) (no Moves Next)) (result Mover Win)))))
###Description 4x8 board. Four counters in each of the holes in each player's inner row. Sowing occurs in an anti-clockwise direction, with the first counter being sown into the hole from which the counters were picked up. When the final counter lands in an empty hole, the player's turn ends. When the final counter lands in an occupied hole in the inner row, the player captures the counters in the opponent's opposite inner row hole, and continues sowing with these counters and the counters in the hole where the final counter was dropped.. When the final counter lands in an occupied hole but a capture is not possible, these counters are picked up and sowing continues. Play continues until one player can no longer play, and the opponent wins. ###Ludii (game "Kisolo (Lali)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(union (sites P1 "Inner") (sites P2 "Inner")))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (and (moveAgain) (if (and (!= (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (is In (to) (sites Mover "Inner"))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))))) origin:True)))) (end (if (and (!= (next) (mover)) (no Moves Next)) (result Mover Win)))))
4x7 board. Play begins with three counters in each hole of the outer rows. Players pick up all of the counters in one hole and sow them anti-clockwise. Holes with single counters can be chosen for sowing. When the final counter is sown, the counters in the following hole are picked up and sowing continues with those counters. If this hole is empty, play ends. Captures are made from the player's inner row at the beginning of a turn or a subsequent sowing within a turn. Counters are captured when a player's inner row has occupied holes. Counters in the opponent's holes opposite a player's occupied holes are captured: either from both of the opponent's rows or only the inner row if the corresponding hole in the outer row is empty. If the inner row is empty but the outer row is occupied, there is no capture, and when both rows are occupied they both must be captured. Captures are also made on a subsequent sowing within a turn, in the same manner as above but from the hole the next sowing begins, i.e., the one following the hole in which the last seed of the previous sowing is made. Captured counters are placed in the player's outer row opposite the hole from which the capture was made. Game is won when the opponent's outer row is emptied. At the initial state 3 seeds are in each outer hole.
(game "Kisolo" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "14,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (difference (sites Track "TrackCCW1") (sites P1 "Inner"))) (regions "Outer" P2 (difference (sites Track "TrackCCW2") (sites P2 "Inner"))) (piece "Seed" Shared)}) (rules (start {(set Count 3 to:(union (sites P1 "Outer") (sites P2 "Outer")))}) (play (if (and (or (= 0 (count MovesThisTurn)) (is In 1 (sites Pending))) (!= 0 (count Sites in:(forEach (difference (sites Mover "Inner") (sites Empty)) if:(is Occupied (if (is Mover P1) (+ (site) 7) (- (site) 7))))))) (move Select (from (forEach (difference (sites Mover "Inner") (sites Empty)) if:(is Occupied (if (is Mover P1) (+ (site) 7) (- (site) 7))))) (then (and {(fromTo (from (if (is Mover P1) (+ (last To) 7) (- (last To) 7))) (to (if (is Mover P1) (- (last To) 7) (+ (last To) 7)))) (if (is Occupied (if (is Mover P1) (+ (last To) (* 7 2)) (- (last To) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (last To) (* 7 2)) (- (last To) (* 7 2)))) (to (if (is Mover P1) (- (last To) 7) (+ (last To) 7))))) (moveAgain)} (then (if (!= 0 (count Sites in:(forEach (difference (sites Mover "Inner") (sites Empty)) if:(is Occupied (if (is Mover P1) (+ (site) 7) (- (site) 7)))))) (set Pending 1)))))) (move Select (from (if (and (is In 2 (sites Pending)) (is Prev Mover)) (sites {(trackSite Move from:(last To afterConsequence:True) "TrackCCW" steps:1)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" owner:(mover) apply:(if (is Occupied (trackSite Move from:(to) "TrackCCW" steps:1)) (and {(if (and (is In (trackSite Move from:(to) "TrackCCW" steps:1) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(to) "TrackCCW" steps:1) 7) (- (trackSite Move from:(to) "TrackCCW" steps:1) 7)))) (and (fromTo (from (if (is Mover P1) (+ (trackSite Move from:(to) "TrackCCW" steps:1) 7) (- (trackSite Move from:(to) "TrackCCW" steps:1) 7))) (to (if (is Mover P1) (- (trackSite Move from:(to) "TrackCCW" steps:1) 7) (+ (trackSite Move from:(to) "TrackCCW" steps:1) 7)))) (if (is Occupied (if (is Mover P1) (+ (trackSite Move from:(to) "TrackCCW" steps:1) (* 7 2)) (- (trackSite Move from:(to) "TrackCCW" steps:1) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (trackSite Move from:(to) "TrackCCW" steps:1) (* 7 2)) (- (trackSite Move from:(to) "TrackCCW" steps:1) (* 7 2)))) (to (if (is Mover P1) (- (trackSite Move from:(to) "TrackCCW" steps:1) 7) (+ (trackSite Move from:(to) "TrackCCW" steps:1) 7))))))) (moveAgain) (set Pending 2)}))))))) (end (forEach Player if:(all Sites (sites Player "Outer") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x7 board. Play begins with three counters in each hole of the outer rows. Players pick up all of the counters in one hole and sow them anti-clockwise. Holes with single counters can be chosen for sowing. When the final counter is sown, the counters in the following hole are picked up and sowing continues with those counters. If this hole is empty, play ends. Captures are made from the player's inner row at the beginning of a turn or a subsequent sowing within a turn. Counters are captured when a player's inner row has occupied holes. Counters in the opponent's holes opposite a player's occupied holes are captured: either from both of the opponent's rows or only the inner row if the corresponding hole in the outer row is empty. If the inner row is empty but the outer row is occupied, there is no capture, and when both rows are occupied they both must be captured. Captures are also made on a subsequent sowing within a turn, in the same manner as above but from the hole the next sowing begins, i.e., the one following the hole in which the last seed of the previous sowing is made. Captured counters are placed in the player's outer row opposite the hole from which the capture was made. Game is won when the opponent's outer row is emptied. At the initial state 3 seeds are in each outer hole. ###Ludii (game "Kisolo" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "14,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (difference (sites Track "TrackCCW1") (sites P1 "Inner"))) (regions "Outer" P2 (difference (sites Track "TrackCCW2") (sites P2 "Inner"))) (piece "Seed" Shared)}) (rules (start {(set Count 3 to:(union (sites P1 "Outer") (sites P2 "Outer")))}) (play (if (and (or (= 0 (count MovesThisTurn)) (is In 1 (sites Pending))) (!= 0 (count Sites in:(forEach (difference (sites Mover "Inner") (sites Empty)) if:(is Occupied (if (is Mover P1) (+ (site) 7) (- (site) 7))))))) (move Select (from (forEach (difference (sites Mover "Inner") (sites Empty)) if:(is Occupied (if (is Mover P1) (+ (site) 7) (- (site) 7))))) (then (and {(fromTo (from (if (is Mover P1) (+ (last To) 7) (- (last To) 7))) (to (if (is Mover P1) (- (last To) 7) (+ (last To) 7)))) (if (is Occupied (if (is Mover P1) (+ (last To) (* 7 2)) (- (last To) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (last To) (* 7 2)) (- (last To) (* 7 2)))) (to (if (is Mover P1) (- (last To) 7) (+ (last To) 7))))) (moveAgain)} (then (if (!= 0 (count Sites in:(forEach (difference (sites Mover "Inner") (sites Empty)) if:(is Occupied (if (is Mover P1) (+ (site) 7) (- (site) 7)))))) (set Pending 1)))))) (move Select (from (if (and (is In 2 (sites Pending)) (is Prev Mover)) (sites {(trackSite Move from:(last To afterConsequence:True) "TrackCCW" steps:1)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" owner:(mover) apply:(if (is Occupied (trackSite Move from:(to) "TrackCCW" steps:1)) (and {(if (and (is In (trackSite Move from:(to) "TrackCCW" steps:1) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(to) "TrackCCW" steps:1) 7) (- (trackSite Move from:(to) "TrackCCW" steps:1) 7)))) (and (fromTo (from (if (is Mover P1) (+ (trackSite Move from:(to) "TrackCCW" steps:1) 7) (- (trackSite Move from:(to) "TrackCCW" steps:1) 7))) (to (if (is Mover P1) (- (trackSite Move from:(to) "TrackCCW" steps:1) 7) (+ (trackSite Move from:(to) "TrackCCW" steps:1) 7)))) (if (is Occupied (if (is Mover P1) (+ (trackSite Move from:(to) "TrackCCW" steps:1) (* 7 2)) (- (trackSite Move from:(to) "TrackCCW" steps:1) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (trackSite Move from:(to) "TrackCCW" steps:1) (* 7 2)) (- (trackSite Move from:(to) "TrackCCW" steps:1) (* 7 2)))) (to (if (is Mover P1) (- (trackSite Move from:(to) "TrackCCW" steps:1) 7) (+ (trackSite Move from:(to) "TrackCCW" steps:1) 7))))))) (moveAgain) (set Pending 2)}))))))) (end (forEach Player if:(all Sites (sites Player "Outer") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x8 board. Four pieces in each of the holes in the inner two rows. Sowing occurs in an anti-clockwise direction. Single counters cannot be sown. When the final counter of a sowing falls into an occupied hole, these counters are picked up and the sowing continues. If this hole is in the player's inner row, the counters in the opponent's opposite holes in both rows are captured. Both the inner and outer opposite holes must contain counters for a capture to occur. Play continues with the captured counters, and the player sows these beginning with the next hole after the last one on the player's side from which they picked up holes. Captures cannot be made on the first move. Clockwise sowing can begin from the following holes only if it will allow a capture to occur: the rightmost and leftmost holes of the outer row, the second from the right and second from the left holes in the inner row. Direction can be changed in the middle of a turn if the final counter lands in one of these holes and a clockwise move will result in a capture. When no capture is available, the player must resume in an anti-clockwise direction. When the final counter falls into an empty hole, the turn ends.
(game "Kubuguza" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "23,W,N1,E" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "HolesCW" P1 (sites {15 8 1 6})) (regions "HolesCW" P2 (sites {16 23 25 30})) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 3 to:(union (sites P1 "Inner") (sites P2 "Inner")))) (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (if (and {(> (count Turns) 2) (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (set Var "Replay" (last From))}) (set Var "Replay" (to))) (moveAgain)))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "HolesCW")) if:(and {(> (count at:(from)) 1) (is In (from) (sites Mover "HolesCW")) (if (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (and (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8)))) False)})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (if (and {(> (count Turns) 2) (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (set Var "Replay" (last From))}) (set Var "Replay" (to))) (moveAgain)))))))) (end (forEach Player if:(no Moves Player) (result Player Loss)))))
###Description 4x8 board. Four pieces in each of the holes in the inner two rows. Sowing occurs in an anti-clockwise direction. Single counters cannot be sown. When the final counter of a sowing falls into an occupied hole, these counters are picked up and the sowing continues. If this hole is in the player's inner row, the counters in the opponent's opposite holes in both rows are captured. Both the inner and outer opposite holes must contain counters for a capture to occur. Play continues with the captured counters, and the player sows these beginning with the next hole after the last one on the player's side from which they picked up holes. Captures cannot be made on the first move. Clockwise sowing can begin from the following holes only if it will allow a capture to occur: the rightmost and leftmost holes of the outer row, the second from the right and second from the left holes in the inner row. Direction can be changed in the middle of a turn if the final counter lands in one of these holes and a clockwise move will result in a capture. When no capture is available, the player must resume in an anti-clockwise direction. When the final counter falls into an empty hole, the turn ends. ###Ludii (game "Kubuguza" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "23,W,N1,E" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "HolesCW" P1 (sites {15 8 1 6})) (regions "HolesCW" P2 (sites {16 23 25 30})) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 3 to:(union (sites P1 "Inner") (sites P2 "Inner")))) (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (if (and {(> (count Turns) 2) (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (set Var "Replay" (last From))}) (set Var "Replay" (to))) (moveAgain)))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "HolesCW")) if:(and {(> (count at:(from)) 1) (is In (from) (sites Mover "HolesCW")) (if (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (and (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8)))) False)})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (if (and {(> (count Turns) 2) (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (set Var "Replay" (last From))}) (set Var "Replay" (to))) (moveAgain)))))))) (end (forEach Player if:(no Moves Player) (result Player Loss)))))
4x8 board. Two counters in each hole. Before play, players may arrange their counters as they see fit in their holes. Players alternate turns sowing the counters from one of their holes in an anticlockwise direction. When the final counter lands in an empty hole, their turn is over. If the final counter lands in an occupied hole, the contents of the two opposite hole in the opponent's rows are captured. If both do not have counters, then the player picks up the counters from the hole the last counter fell into and continues sowing. The player who captures all of the opponent's counters wins.
(game "Lisolo" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top)))}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening" (play (or (forEach Site (sites Mover "Home") (if (is Occupied (site)) (move (from (site)) (to (forEach (sites Mover "Home") if:(!= (to) (site))))))) (move Pass))) (nextPhase (all Passed) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (if (not (is In (to) (sites Mover "Inner"))) (moveAgain) (if (and (= 0 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (= 0 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (moveAgain) (and (if (!= 0 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (remove (if (is Mover P1) (+ (to) 8) (- (to) 8)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))))))))))} (end (forEach Player if:(= 0 (count in:(sites Player "Home"))) (result Player Loss)))))
###Description 4x8 board. Two counters in each hole. Before play, players may arrange their counters as they see fit in their holes. Players alternate turns sowing the counters from one of their holes in an anticlockwise direction. When the final counter lands in an empty hole, their turn is over. If the final counter lands in an occupied hole, the contents of the two opposite hole in the opponent's rows are captured. If both do not have counters, then the player picks up the counters from the hole the last counter fell into and continues sowing. The player who captures all of the opponent's counters wins. ###Ludii (game "Lisolo" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top)))}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening" (play (or (forEach Site (sites Mover "Home") (if (is Occupied (site)) (move (from (site)) (to (forEach (sites Mover "Home") if:(!= (to) (site))))))) (move Pass))) (nextPhase (all Passed) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (if (not (is In (to) (sites Mover "Inner"))) (moveAgain) (if (and (= 0 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (= 0 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (moveAgain) (and (if (!= 0 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (remove (if (is Mover P1) (+ (to) 8) (- (to) 8)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))))))))))} (end (forEach Player if:(= 0 (count in:(sites Player "Home"))) (result Player Loss)))))
4x8 board. The counters begin in the following arrangement, starting from a player's left most hole in the outer row and proceeding anticlockwise: 0,0,1,0,0,1,6,0,8,0,1,0,0,1,6,8. To start, players may not sow into or sow from the leftmost and rightmost holes in both of their rows. When it is no longer possible for the player to make a legal move using only these twelve holes, they may then play using all of the holes. The opponent must continue using only twelve holes until they also cannot make a legal move with them. Sowing proceeds in an anti-clockwise direction. When the final counter falls into an occupied hole in the player's inner row and both of the opposite holes on the opponent's side of the board are occupied, the counters in the opposite holes are captured and sown beginning in the first hole that was sown into to begin the sowing that caused the capture. When the final counter falls into an occupied hole and a capture is not possible, the contents of the hole are picked up and sowing continues. When the final counter lands in an empty hole, the turn ends. Players cannot sow from a hole containing a single counter. The player who captures all of their opponent's counters wins.
(game "Lobudok" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "SideHoles" P1 (intersection (sites Track "Track1") (union (sites Left) (sites Right)))) (regions "SideHoles" P2 (intersection (sites Track "Track2") (union (sites Right) (sites Left)))) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 1 to:(sites {2 5 13 10 29 26 18 21})) (set Count 8 to:(sites {15 16 8 23})) (set Count 6 to:(sites {6 9 22 25}))}) (play (or (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (difference (sites Mover "Home") (sites Mover "SideHoles"))) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (and {(is In (to) (sites Mover "Inner")) (< 1 (count at:(to))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover) skipIf:(and (!= 1 (value Player Mover)) (is In (to) (sites "SideHoles"))))}) (if (< 1 (count at:(to))) (moveAgain))) skipIf:(and (!= 1 (value Player Mover)) (is In (to) (sites "SideHoles")))))) (if (if (= 1 (value Player Mover)) True (all Sites (difference (sites Mover "Home") (sites Mover "SideHoles")) if:(<= (count at:(site)) 1))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "SideHoles")) if:(> (count at:(from)) 1)) (then (and (sow "Track" owner:(mover) apply:(if (and {(is In (to) (sites Mover "Inner")) (< 1 (count at:(to))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover))}) (if (< 1 (count at:(to))) (moveAgain)))) (if (= 0 (value Player Mover)) (set Value Mover 1)))))))) (end (forEach Player if:(no Moves Player) (result Player Loss)))))
###Description 4x8 board. The counters begin in the following arrangement, starting from a player's left most hole in the outer row and proceeding anticlockwise: 0,0,1,0,0,1,6,0,8,0,1,0,0,1,6,8. To start, players may not sow into or sow from the leftmost and rightmost holes in both of their rows. When it is no longer possible for the player to make a legal move using only these twelve holes, they may then play using all of the holes. The opponent must continue using only twelve holes until they also cannot make a legal move with them. Sowing proceeds in an anti-clockwise direction. When the final counter falls into an occupied hole in the player's inner row and both of the opposite holes on the opponent's side of the board are occupied, the counters in the opposite holes are captured and sown beginning in the first hole that was sown into to begin the sowing that caused the capture. When the final counter falls into an occupied hole and a capture is not possible, the contents of the hole are picked up and sowing continues. When the final counter lands in an empty hole, the turn ends. Players cannot sow from a hole containing a single counter. The player who captures all of their opponent's counters wins. ###Ludii (game "Lobudok" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "SideHoles" P1 (intersection (sites Track "Track1") (union (sites Left) (sites Right)))) (regions "SideHoles" P2 (intersection (sites Track "Track2") (union (sites Right) (sites Left)))) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 1 to:(sites {2 5 13 10 29 26 18 21})) (set Count 8 to:(sites {15 16 8 23})) (set Count 6 to:(sites {6 9 22 25}))}) (play (or (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (difference (sites Mover "Home") (sites Mover "SideHoles"))) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (and {(is In (to) (sites Mover "Inner")) (< 1 (count at:(to))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover) skipIf:(and (!= 1 (value Player Mover)) (is In (to) (sites "SideHoles"))))}) (if (< 1 (count at:(to))) (moveAgain))) skipIf:(and (!= 1 (value Player Mover)) (is In (to) (sites "SideHoles")))))) (if (if (= 1 (value Player Mover)) True (all Sites (difference (sites Mover "Home") (sites Mover "SideHoles")) if:(<= (count at:(site)) 1))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "SideHoles")) if:(> (count at:(from)) 1)) (then (and (sow "Track" owner:(mover) apply:(if (and {(is In (to) (sites Mover "Inner")) (< 1 (count at:(to))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover))}) (if (< 1 (count at:(to))) (moveAgain)))) (if (= 0 (value Player Mover)) (set Value Mover 1)))))))) (end (forEach Player if:(no Moves Player) (result Player Loss)))))
4x10 board. Forty counters in total. Play begins with one counter in each hole. One player then rearranges these counters however they like, as long as they remain on their side of the board and they remain on the board. They can arrange it so that they capture counters from the opponent's side according to the capture rules. The other player then does the same. Play begins with a player picking up counters from one of the holes with more than one on their side. Counters are sown in an anti-clockwise direction. When the last counter lands in an occupied hole, these counters are picked up and sowing continues until the last counter falls in an empty hole. When the last counter falls into an empty hole, either the turn ends or the player captures. Captures are only made from the inner row; if the corresponding hole in the opponent's inner row holds counters, these are captured; if there are also counters in the corresponding hole in the opponent's outer row, these are also captured. Play continues until one player has nothing left or one player has only single counters in their holes. If the player has no counters left, they have lost. If only single counters remain in a player's holes, they may now move single counters, but only into empty holes. Captures are made in the same way as before.
(game "Makonn" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 1 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Rearrangement" (play (or (move (from (sites Mover "Home") if:(is Occupied (from))) (to (sites Mover "Home") if:(!= (from) (to))) (then (and (if (and {(!= 1 (value Player Mover)) (is In (last To) (sites Mover "Inner")) (= 1 (count at:(last To)))}) (if (is Occupied (if (is Mover P1) (+ (last To) 10) (- (last To) 10))) (and {(set Value Mover 1) (remove (if (is Mover P1) (+ (last To) 10) (- (last To) 10))) (if (is Occupied (if (is Mover P1) (+ (last To) (* 10 2)) (- (last To) (* 10 2)))) (remove (if (is Mover P1) (+ (last To) (* 10 2)) (- (last To) (* 10 2)))))}))) (moveAgain)))) (move Pass))) (nextPhase Mover (was Pass) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(if (is Prev Mover) True (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (is Occupied (from)) (< 1 (count at:(from)))))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (and (set Var "Replay" (to)) (moveAgain)) (if (is Occupied (if (is Mover P1) (+ (to) 10) (- (to) 10))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (is Occupied (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))))))))))))} (end (if (all Sites (sites Next "Home") if:(= 0 (count at:(site)))) (result Next Loss)))))
###Description 4x10 board. Forty counters in total. Play begins with one counter in each hole. One player then rearranges these counters however they like, as long as they remain on their side of the board and they remain on the board. They can arrange it so that they capture counters from the opponent's side according to the capture rules. The other player then does the same. Play begins with a player picking up counters from one of the holes with more than one on their side. Counters are sown in an anti-clockwise direction. When the last counter lands in an occupied hole, these counters are picked up and sowing continues until the last counter falls in an empty hole. When the last counter falls into an empty hole, either the turn ends or the player captures. Captures are only made from the inner row; if the corresponding hole in the opponent's inner row holds counters, these are captured; if there are also counters in the corresponding hole in the opponent's outer row, these are also captured. Play continues until one player has nothing left or one player has only single counters in their holes. If the player has no counters left, they have lost. If only single counters remain in a player's holes, they may now move single counters, but only into empty holes. Captures are made in the same way as before. ###Ludii (game "Makonn" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 1 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Rearrangement" (play (or (move (from (sites Mover "Home") if:(is Occupied (from))) (to (sites Mover "Home") if:(!= (from) (to))) (then (and (if (and {(!= 1 (value Player Mover)) (is In (last To) (sites Mover "Inner")) (= 1 (count at:(last To)))}) (if (is Occupied (if (is Mover P1) (+ (last To) 10) (- (last To) 10))) (and {(set Value Mover 1) (remove (if (is Mover P1) (+ (last To) 10) (- (last To) 10))) (if (is Occupied (if (is Mover P1) (+ (last To) (* 10 2)) (- (last To) (* 10 2)))) (remove (if (is Mover P1) (+ (last To) (* 10 2)) (- (last To) (* 10 2)))))}))) (moveAgain)))) (move Pass))) (nextPhase Mover (was Pass) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(if (is Prev Mover) True (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (is Occupied (from)) (< 1 (count at:(from)))))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (and (set Var "Replay" (to)) (moveAgain)) (if (is Occupied (if (is Mover P1) (+ (to) 10) (- (to) 10))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (is Occupied (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))))))))))))} (end (if (all Sites (sites Next "Home") if:(= 0 (count at:(site)))) (result Next Loss)))))
4x8 board. Two counters in each hole. Play begins with each player taking the two counters in the leftmost hole of either the inner or outer row and placing them both in the following hole in an anti-clockwise direction, and continuing with the two counters in the next hole, until there is an alternating pattern of holes with four counters followed by empty holes in all of the player's holes. On the next turn, the player sows from one of the holes on the end of one of their rows. Sowing occurs in an anti-clockwise direction. After this turn, sowing can be from any hole on the player's side of the board. Single counters cannot be sown. When the final counter falls into an occupied hole, the player picks up these counters and continues to sow. When the final counter is supposed to fall into an empty hole, it is not placed there but placed in the next hole. When the final counter falls into an occupied hole in the inner row, any counters in the opponent's two holes opposite are captured. These are then sown on the player's side of the board, beginning with the first occupied hole immediately after an empty hole before the hole from which the capture was made. Play continues until one player can no longer play, and the opponent wins.
(game "Mangola" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "23,W,N1,E" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "LeftMost" P1 (intersection (sites Left) (sites Track "TrackCCW1"))) (regions "LeftMost" P2 (intersection (sites Right) (sites Track "TrackCCW2"))) (regions "EndHoles" P1 (intersection (union (sites Left) (sites Right)) (sites Track "TrackCCW1"))) (regions "EndHoles" P2 (intersection (union (sites Left) (sites Right)) (sites Track "TrackCCW2"))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening1" (play (move Select (from (if (is Prev Mover) (sites {(trackSite Move from:(last To afterConsequence:True) "TrackCCW" steps:1)}) (sites Mover "LeftMost")) if:(> (count at:(from)) 0)) (then (sow numPerHole:2 "TrackCCW" owner:(mover) apply:(if (is Occupied (trackSite Move from:(to) "TrackCCW" steps:1)) (moveAgain)))))) (nextPhase Mover (not (is Next Mover)) "Opening2")) (phase "Opening2" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "EndHoles")) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (if (and {(is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "TrackCCW" owner:(mover))}))}) (fromTo (from (to)) (to (trackSite Move from:(to) "TrackCCW" steps:1)) count:1)))))) (nextPhase Mover (not (is Next Mover)) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (if (and {(is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "TrackCCW" owner:(mover))}))}) (fromTo (from (to)) (to (trackSite Move from:(to) "TrackCCW" steps:1)) count:1)))))))} (end (forEach Player if:(no Moves Player) (result Player Loss)))))
###Description 4x8 board. Two counters in each hole. Play begins with each player taking the two counters in the leftmost hole of either the inner or outer row and placing them both in the following hole in an anti-clockwise direction, and continuing with the two counters in the next hole, until there is an alternating pattern of holes with four counters followed by empty holes in all of the player's holes. On the next turn, the player sows from one of the holes on the end of one of their rows. Sowing occurs in an anti-clockwise direction. After this turn, sowing can be from any hole on the player's side of the board. Single counters cannot be sown. When the final counter falls into an occupied hole, the player picks up these counters and continues to sow. When the final counter is supposed to fall into an empty hole, it is not placed there but placed in the next hole. When the final counter falls into an occupied hole in the inner row, any counters in the opponent's two holes opposite are captured. These are then sown on the player's side of the board, beginning with the first occupied hole immediately after an empty hole before the hole from which the capture was made. Play continues until one player can no longer play, and the opponent wins. ###Ludii (game "Mangola" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "23,W,N1,E" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "LeftMost" P1 (intersection (sites Left) (sites Track "TrackCCW1"))) (regions "LeftMost" P2 (intersection (sites Right) (sites Track "TrackCCW2"))) (regions "EndHoles" P1 (intersection (union (sites Left) (sites Right)) (sites Track "TrackCCW1"))) (regions "EndHoles" P2 (intersection (union (sites Left) (sites Right)) (sites Track "TrackCCW2"))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening1" (play (move Select (from (if (is Prev Mover) (sites {(trackSite Move from:(last To afterConsequence:True) "TrackCCW" steps:1)}) (sites Mover "LeftMost")) if:(> (count at:(from)) 0)) (then (sow numPerHole:2 "TrackCCW" owner:(mover) apply:(if (is Occupied (trackSite Move from:(to) "TrackCCW" steps:1)) (moveAgain)))))) (nextPhase Mover (not (is Next Mover)) "Opening2")) (phase "Opening2" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "EndHoles")) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (if (and {(is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "TrackCCW" owner:(mover))}))}) (fromTo (from (to)) (to (trackSite Move from:(to) "TrackCCW" steps:1)) count:1)))))) (nextPhase Mover (not (is Next Mover)) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to)) (if (and {(is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (trackSite Move from:(trackSite FirstSite Mover "TrackCW" from:(to) if:(is Empty (to))) "TrackCCW" steps:1) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "TrackCCW" owner:(mover))}))}) (fromTo (from (to)) (to (trackSite Move from:(to) "TrackCCW" steps:1)) count:1)))))))} (end (forEach Player if:(no Moves Player) (result Player Loss)))))
4x6-28 board; 16-20 is most common, only even numbers of holes. Two counters in each hole except the leftmost on the inner row, which is left empty, and the one to its right which contains one counter. Players sow by picking up the counters in any of their holes and sowing them in an anti-clockwise direction. Sowing continues when the last counter falls into an occupied hole by picking up the counters in that hole and continuing in the same direction. When the final counter lands in an empty hole in the inner row, the counters in the opponent's hole opposite in the inner row are captured; if there are also counters in the opponent's outer row opposite, these are also captured. The player is also entitled to capture counters in any other hole on the opponent's side. The turn ends with a capture and the opponent's turn begins. Play always begins with a stylized move, where the counters are taken from the third hole from the left in the inner row, sowing and making captures as described above. Players may not sow single counters unless there are no holes on their side containing multiple counters. Play ends when one player has captured all of their opponent's counters. Each player has 16 holes per row.
(game "Mefuvha" (players 2) (equipment {(mancalaBoard 4 16 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "32,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 2 to:(difference (union (sites P1 "Home") (sites P2 "Home")) (union (expand (intersection (sites Row 1) (sites Left)) steps:1 E) (expand (intersection (sites Row 2) (sites Right)) steps:1 W)))) (set Count 1 to:(union (difference (expand (intersection (sites Row 1) (sites Left)) steps:1 E) (sites Left)) (difference (expand (intersection (sites Row 2) (sites Right)) steps:1 W) (sites Right))))}) (play (if (and (is Pending) (is Prev Mover)) (move Select (from (sites Next "Home") if:(> (count at:(from)) 0)) (then (fromTo (from (last From)) (to (handSite Mover)) count:(count at:(last From))))) (priority (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (< (count Turns) 3) (if (is Mover P1) (difference (expand (intersection (sites Row 1) (sites Left)) steps:2 E) (expand (intersection (sites Row 1) (sites Left)) steps:1 E)) (difference (expand (intersection (sites Row 2) (sites Right)) steps:2 W) (expand (intersection (sites Row 2) (sites Right)) steps:1 W))) (sites Mover "Home"))) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (if (> (count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))) 0) (fromTo (from (if (is Mover P1) (+ (to) 16) (- (to) 16))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))))) (set Pending) (moveAgain)})))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(= (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (if (> (count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))) 0) (fromTo (from (if (is Mover P1) (+ (to) 16) (- (to) 16))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))))) (set Pending) (moveAgain)}))))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
###Description 4x6-28 board; 16-20 is most common, only even numbers of holes. Two counters in each hole except the leftmost on the inner row, which is left empty, and the one to its right which contains one counter. Players sow by picking up the counters in any of their holes and sowing them in an anti-clockwise direction. Sowing continues when the last counter falls into an occupied hole by picking up the counters in that hole and continuing in the same direction. When the final counter lands in an empty hole in the inner row, the counters in the opponent's hole opposite in the inner row are captured; if there are also counters in the opponent's outer row opposite, these are also captured. The player is also entitled to capture counters in any other hole on the opponent's side. The turn ends with a capture and the opponent's turn begins. Play always begins with a stylized move, where the counters are taken from the third hole from the left in the inner row, sowing and making captures as described above. Players may not sow single counters unless there are no holes on their side containing multiple counters. Play ends when one player has captured all of their opponent's counters. Each player has 16 holes per row. ###Ludii (game "Mefuvha" (players 2) (equipment {(mancalaBoard 4 16 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "32,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 2 to:(difference (union (sites P1 "Home") (sites P2 "Home")) (union (expand (intersection (sites Row 1) (sites Left)) steps:1 E) (expand (intersection (sites Row 2) (sites Right)) steps:1 W)))) (set Count 1 to:(union (difference (expand (intersection (sites Row 1) (sites Left)) steps:1 E) (sites Left)) (difference (expand (intersection (sites Row 2) (sites Right)) steps:1 W) (sites Right))))}) (play (if (and (is Pending) (is Prev Mover)) (move Select (from (sites Next "Home") if:(> (count at:(from)) 0)) (then (fromTo (from (last From)) (to (handSite Mover)) count:(count at:(last From))))) (priority (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (< (count Turns) 3) (if (is Mover P1) (difference (expand (intersection (sites Row 1) (sites Left)) steps:2 E) (expand (intersection (sites Row 1) (sites Left)) steps:1 E)) (difference (expand (intersection (sites Row 2) (sites Right)) steps:2 W) (expand (intersection (sites Row 2) (sites Right)) steps:1 W))) (sites Mover "Home"))) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (if (> (count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))) 0) (fromTo (from (if (is Mover P1) (+ (to) 16) (- (to) 16))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))))) (set Pending) (moveAgain)})))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(= (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (if (> (count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))) 0) (fromTo (from (if (is Mover P1) (+ (to) 16) (- (to) 16))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 16) (- (to) 16))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 16 2)) (- (to) (* 16 2)))))) (set Pending) (moveAgain)}))))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Two holes in each player's outer row are selected as misoro. Typically, the left two holes are chosen. At the beginning of the game, players choose whether to capture from one, two, or three extra holes. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. If this final hole is one of the misoro, the player may choose to end their turn instead of continuing to sow. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. The player also captures the counters from the agreed-upon number of holes on the opponent's side of the board. Counters in misoro cannot be captured with one of these additional captures. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Players choose the misoro holes. 8 Holes per row. 3 extra captures.
(game "Misoro Tsoro (Additional Capture)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) phases:{(phase "Misoro" (play (move Select (from (forEach (sites Mover "Outer") if:(= 0 (state at:(site))))) (then (set State at:(last To) (mover))))) (nextPhase (= 4 (count Turns)) "Playing")) (phase "Playing" (play (if (< 0 (var "ExtraCapture")) (move Select (from (forEach (sites Next) if:(and (= 0 (state at:(site))) (< 0 (count at:(site)))))) (then (and {(if (< 1 (var "ExtraCapture")) (moveAgain)) (set Var "ExtraCapture" (- (var "ExtraCapture") 1)) (remove (last To)) (forEach Site (sites Board) (if (!= 0 (state at:(site))) (set State at:(site) (state at:(site)))))}))) (or (if (and (!= 0 (state at:(var))) (is Prev Mover)) (move Pass)) (move Select (from (if (is Prev Mover) (sites {(var)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (and (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and {(remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (moveAgain) (set Var "ExtraCapture" 3)}))) (and (moveAgain) (set Var (to))))) (forEach Site (sites Board) (if (!= 0 (state at:(site))) (set State at:(site) (state at:(site))))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Two holes in each player's outer row are selected as misoro. Typically, the left two holes are chosen. At the beginning of the game, players choose whether to capture from one, two, or three extra holes. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. If this final hole is one of the misoro, the player may choose to end their turn instead of continuing to sow. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. The player also captures the counters from the agreed-upon number of holes on the opponent's side of the board. Counters in misoro cannot be captured with one of these additional captures. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Players choose the misoro holes. 8 Holes per row. 3 extra captures. ###Ludii (game "Misoro Tsoro (Additional Capture)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) phases:{(phase "Misoro" (play (move Select (from (forEach (sites Mover "Outer") if:(= 0 (state at:(site))))) (then (set State at:(last To) (mover))))) (nextPhase (= 4 (count Turns)) "Playing")) (phase "Playing" (play (if (< 0 (var "ExtraCapture")) (move Select (from (forEach (sites Next) if:(and (= 0 (state at:(site))) (< 0 (count at:(site)))))) (then (and {(if (< 1 (var "ExtraCapture")) (moveAgain)) (set Var "ExtraCapture" (- (var "ExtraCapture") 1)) (remove (last To)) (forEach Site (sites Board) (if (!= 0 (state at:(site))) (set State at:(site) (state at:(site)))))}))) (or (if (and (!= 0 (state at:(var))) (is Prev Mover)) (move Pass)) (move Select (from (if (is Prev Mover) (sites {(var)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (and (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and {(remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (moveAgain) (set Var "ExtraCapture" 3)}))) (and (moveAgain) (set Var (to))))) (forEach Site (sites Board) (if (!= 0 (state at:(site))) (set State at:(site) (state at:(site))))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Two holes in each player's outer row are selected as misoro. Typically, the left two holes are chosen. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. If this final hole is one of the misoro, the player may choose to end their turn instead of continuing to sow. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Players choose the misoro holes. 8 Holes per row.
(game "Misoro Tsoro" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) phases:{(phase "Misoro" (play (move Select (from (forEach (sites Mover "Outer") if:(= 0 (state at:(site))))) (then (set State at:(last To) (mover))))) (nextPhase (= 4 (count Turns)) "Playing")) (phase "Playing" (play (or (if (and (!= 0 (state at:(var))) (is Prev Mover)) (move Pass)) (move Select (from (if (is Prev Mover) (sites {(var)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (and (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (and (moveAgain) (set Var (to))))) (forEach Site (sites Board) (if (!= 0 (state at:(site))) (set State at:(site) (state at:(site)))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Two holes in each player's outer row are selected as misoro. Typically, the left two holes are chosen. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. If this final hole is one of the misoro, the player may choose to end their turn instead of continuing to sow. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Players choose the misoro holes. 8 Holes per row. ###Ludii (game "Misoro Tsoro" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) phases:{(phase "Misoro" (play (move Select (from (forEach (sites Mover "Outer") if:(= 0 (state at:(site))))) (then (set State at:(last To) (mover))))) (nextPhase (= 4 (count Turns)) "Playing")) (phase "Playing" (play (or (if (and (!= 0 (state at:(var))) (is Prev Mover)) (move Pass)) (move Select (from (if (is Prev Mover) (sites {(var)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (and (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (and (moveAgain) (set Var (to))))) (forEach Site (sites Board) (if (!= 0 (state at:(site))) (set State at:(site) (state at:(site)))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x12 board. Four counters in each hole. Players alternate turns sowing the counters from one hole in an anti-clockwise direction. When the counters fall into a hole in their inner row, the contents of the opponent's opposite inner row hole are captured, as are any in the opponent's corresponding outer row hole, but only if counters were captured from the inner row hole. The player who captures the most counters wins.
(game "Moruba" (players 2) (equipment {(mancalaBoard 4 12 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "24,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (move Select (from (sites Mover "Home") if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) if:(and {(is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 12) (- (to) 12))) 0)}) apply:(and (fromTo (from (if (is Mover P1) (+ (to) 12) (- (to) 12))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 12) (- (to) 12)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2))))))))))) (end (if (no Moves Mover) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))})))))
###Description 4x12 board. Four counters in each hole. Players alternate turns sowing the counters from one hole in an anti-clockwise direction. When the counters fall into a hole in their inner row, the contents of the opponent's opposite inner row hole are captured, as are any in the opponent's corresponding outer row hole, but only if counters were captured from the inner row hole. The player who captures the most counters wins. ###Ludii (game "Moruba" (players 2) (equipment {(mancalaBoard 4 12 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "24,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (move Select (from (sites Mover "Home") if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) if:(and {(is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 12) (- (to) 12))) 0)}) apply:(and (fromTo (from (if (is Mover P1) (+ (to) 12) (- (to) 12))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 12) (- (to) 12)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2))))))))))) (end (if (no Moves Mover) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))})))))
4x10-20 holes, with even numbers. Two counters in each hole in the outer row. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opposite hole in the opponent's inner row are captured. If counters are captured from the inner row, and there are also counters in the outer row, the counters in the outer row are also captured. If counters in the inner and outer row are captured, the player may also capture counters from two other holes on the opponent's side of the board. Single counters cannot be sown until there are no holes with multiple counters on the player's side of the board, and then single counters may only be sown into empty holes. Play continues until one player captures all of their opponent's counters, thus winning the game. Each row has 10 holes.
(game "Msuwa wa Kunja" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) (play (if (and (is Prev Mover) (< 0 (var))) (move Remove (forEach (sites Next "Home") if:(< 0 (count at:(site)))) (then (and (if (> (var) 1) (moveAgain)) (set Var (- (var) 1))))) (if (not (all Sites (forEach (sites Mover "Home") if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (< 0 (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (< 0 (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))) (and {(remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (set Var 2) (moveAgain)}))))))))) (move Select (from (sites Mover "Home") if:(and (= 1 (count at:(from))) (= 0 (count at:(trackSite Move from:(from) steps:1))))) (then (sow "Track" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (< 0 (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (< 0 (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))) (and {(remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (set Var 2) (moveAgain)}))))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x10-20 holes, with even numbers. Two counters in each hole in the outer row. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opposite hole in the opponent's inner row are captured. If counters are captured from the inner row, and there are also counters in the outer row, the counters in the outer row are also captured. If counters in the inner and outer row are captured, the player may also capture counters from two other holes on the opponent's side of the board. Single counters cannot be sown until there are no holes with multiple counters on the player's side of the board, and then single counters may only be sown into empty holes. Play continues until one player captures all of their opponent's counters, thus winning the game. Each row has 10 holes. ###Ludii (game "Msuwa wa Kunja" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) (play (if (and (is Prev Mover) (< 0 (var))) (move Remove (forEach (sites Next "Home") if:(< 0 (count at:(site)))) (then (and (if (> (var) 1) (moveAgain)) (set Var (- (var) 1))))) (if (not (all Sites (forEach (sites Mover "Home") if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (< 0 (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (< 0 (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))) (and {(remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (set Var 2) (moveAgain)}))))))))) (move Select (from (sites Mover "Home") if:(and (= 1 (count at:(from))) (= 0 (count at:(trackSite Move from:(from) steps:1))))) (then (sow "Track" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (< 0 (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (< 0 (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))) (and {(remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (set Var 2) (moveAgain)}))))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x10-20 holes, with even numbers. Two counters in each hole, except the rightmost hole in the inner row of each player, which has zero, and the hole to its left, which has one. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opposite hole in the opponent's inner row are captured. If counters are captured from the inner row, and there are also counters in the outer row, the counters in the outer row are also captured. If counters in the inner and outer row are captured, the player may also capture counters from two other holes on the opponent's side of the board. Single counters cannot be sown until there are no holes with multiple counters on the player's side of the board, and then single counters may only be sown into empty holes. Play continues until one player captures all of their opponent's counters, thus winning the game. Each row has 10 holes.
(game "Msuwa" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start {(set Count 2 to:(difference (sites Board) (sites {18 19 20 21}))) (set Count 1 to:(sites {18 21}))}) (play (if (and (is Prev Mover) (< 0 (var))) (move Remove (forEach (sites Next "Home") if:(< 0 (count at:(site)))) (then (and (if (> (var) 1) (moveAgain)) (set Var (- (var) 1))))) (if (not (all Sites (forEach (sites Mover "Home") if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (< 0 (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (< 0 (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))) (and {(remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (set Var 2) (moveAgain)}))))))))) (move Select (from (sites Mover "Home") if:(and (= 1 (count at:(from))) (= 0 (count at:(trackSite Move from:(from) steps:1))))) (then (sow "Track" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (< 0 (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (< 0 (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))) (and {(remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (set Var 2) (moveAgain)}))))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x10-20 holes, with even numbers. Two counters in each hole, except the rightmost hole in the inner row of each player, which has zero, and the hole to its left, which has one. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opposite hole in the opponent's inner row are captured. If counters are captured from the inner row, and there are also counters in the outer row, the counters in the outer row are also captured. If counters in the inner and outer row are captured, the player may also capture counters from two other holes on the opponent's side of the board. Single counters cannot be sown until there are no holes with multiple counters on the player's side of the board, and then single counters may only be sown into empty holes. Play continues until one player captures all of their opponent's counters, thus winning the game. Each row has 10 holes. ###Ludii (game "Msuwa" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start {(set Count 2 to:(difference (sites Board) (sites {18 19 20 21}))) (set Count 1 to:(sites {18 21}))}) (play (if (and (is Prev Mover) (< 0 (var))) (move Remove (forEach (sites Next "Home") if:(< 0 (count at:(site)))) (then (and (if (> (var) 1) (moveAgain)) (set Var (- (var) 1))))) (if (not (all Sites (forEach (sites Mover "Home") if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (< 0 (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (< 0 (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))) (and {(remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (set Var 2) (moveAgain)}))))))))) (move Select (from (sites Mover "Home") if:(and (= 1 (count at:(from))) (= 0 (count at:(trackSite Move from:(from) steps:1))))) (then (sow "Track" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (< 0 (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (< 0 (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))) (and {(remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (set Var 2) (moveAgain)}))))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Each player's rightmost hole is the musoro. Two counters in each hole in the players' outer rows, except each musoro which has three. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. If this final hole is one of the musoro, the player may choose to end their turn instead of continuing to sow. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. 8 Holes per row.
(game "Musoro Tsoro" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start {(place "Seed" (intersection (sites Top) (sites Left)) counts:{3} state:2) (place "Seed" (intersection (sites Bottom) (sites Right)) counts:{3} state:1) (set Count 2 to:(union (difference (sites Top) (sites Left)) (difference (sites Bottom) (sites Right))))}) (play (or (if (and (!= 0 (state at:(var))) (is Prev Mover)) (move Pass)) (move Select (from (if (is Prev Mover) (sites {(var)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (and (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (and (moveAgain) (set Var (to))))) (forEach Site (sites Board) (if (!= 0 (state at:(site))) (set State at:(site) (state at:(site)))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Each player's rightmost hole is the musoro. Two counters in each hole in the players' outer rows, except each musoro which has three. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. If this final hole is one of the musoro, the player may choose to end their turn instead of continuing to sow. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. 8 Holes per row. ###Ludii (game "Musoro Tsoro" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start {(place "Seed" (intersection (sites Top) (sites Left)) counts:{3} state:2) (place "Seed" (intersection (sites Bottom) (sites Right)) counts:{3} state:1) (set Count 2 to:(union (difference (sites Top) (sites Left)) (difference (sites Bottom) (sites Right))))}) (play (or (if (and (!= 0 (state at:(var))) (is Prev Mover)) (move Pass)) (move Select (from (if (is Prev Mover) (sites {(var)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (and (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (and (moveAgain) (set Var (to))))) (forEach Site (sites Board) (if (!= 0 (state at:(site))) (set State at:(site) (state at:(site)))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x6-16 board. Play begins with two counters in each hole. The first move must be from the inner row. Play begins from any of the player's holes, sowing clockwise. When the final counter lands in an occupied hole, these are picked up and sowing continues. Captures are made when the final counter falls into an empty hole in the inner row, and the opponent's hole opposite contains counters. If it is, they are captured, and if the hole in to outer row opposite also contains counters, these are also captured. If the final counter falls into an empty hole and a capture cannot happen, the turn is over. Play ends when one player cannot move. Each player has 6 holes.
(game "Muvalavala (Luena)" (players 2) (equipment {(mancalaBoard 4 6 store:None {(track "Track1" "5,W,N1,E" loop:True P1) (track "Track2" "17,W,N1,E" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Inner")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))))))) (moveAgain)))))) (nextPhase (>= (count Turns) 2) "Playing")) (phase "Playing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))))))) (moveAgain)))))))} (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))})))))
###Description 4x6-16 board. Play begins with two counters in each hole. The first move must be from the inner row. Play begins from any of the player's holes, sowing clockwise. When the final counter lands in an occupied hole, these are picked up and sowing continues. Captures are made when the final counter falls into an empty hole in the inner row, and the opponent's hole opposite contains counters. If it is, they are captured, and if the hole in to outer row opposite also contains counters, these are also captured. If the final counter falls into an empty hole and a capture cannot happen, the turn is over. Play ends when one player cannot move. Each player has 6 holes. ###Ludii (game "Muvalavala (Luena)" (players 2) (equipment {(mancalaBoard 4 6 store:None {(track "Track1" "5,W,N1,E" loop:True P1) (track "Track2" "17,W,N1,E" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Inner")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))))))) (moveAgain)))))) (nextPhase (>= (count Turns) 2) "Playing")) (phase "Playing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))))))) (moveAgain)))))))} (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))})))))
4x6-16 board. Number of counters per player is four times the number of holes in a row minus two. Counters are distributed only in the outer row, with two counters in each hole, except the hole on the far left which contains the rest. The counters are then redistributed so that there is one in every hole, except the one on the extreme left in the inner and outer hole. The one on the left in the inner hole remains empty and the one in the outer row retains the same number initially placed there. Play begins from any of the player's holes, sowing anti-clockwise. When the final counter lands in an occupied hole, these are picked up and sowing continues, unless a capture can be made. Captures are made when the final counter falls into an occupied hole in the inner row, and the opponent's hole opposite contains counters. If it is, they are captured, and if the hole in to outer row opposite also contains counters, these are also captured. These are then sown from the hole following the one from which the capture occurred. If the final counter falls into an empty hole, the turn is over. Single counters cannot be sown. Play ends when one player cannot move. Each row has 6 holes.
(game "Muvalavala (Quioco)" (players 2) (equipment {(mancalaBoard 4 6 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "12,E,N1,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top))}) (rules (start {(set Count 1 to:(union {(difference (sites P1 "Home") (sites Left)) (difference (sites P2 "Home") (sites Right))})) (set Count (- (- (* 4 6) 2) (* 2 (- 6 1))) to:(union (intersection (sites Left) (sites P1 "Outer")) (intersection (sites Right) (sites P2 "Outer"))))}) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (and {(> (count at:(to)) 1) (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0)}) (and {(fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) "Track" owner:(mover))}) (if (> (count at:(to)) 1) (moveAgain))))))) (end (if (no Moves Next) (result Mover Win)))))
###Description 4x6-16 board. Number of counters per player is four times the number of holes in a row minus two. Counters are distributed only in the outer row, with two counters in each hole, except the hole on the far left which contains the rest. The counters are then redistributed so that there is one in every hole, except the one on the extreme left in the inner and outer hole. The one on the left in the inner hole remains empty and the one in the outer row retains the same number initially placed there. Play begins from any of the player's holes, sowing anti-clockwise. When the final counter lands in an occupied hole, these are picked up and sowing continues, unless a capture can be made. Captures are made when the final counter falls into an occupied hole in the inner row, and the opponent's hole opposite contains counters. If it is, they are captured, and if the hole in to outer row opposite also contains counters, these are also captured. These are then sown from the hole following the one from which the capture occurred. If the final counter falls into an empty hole, the turn is over. Single counters cannot be sown. Play ends when one player cannot move. Each row has 6 holes. ###Ludii (game "Muvalavala (Quioco)" (players 2) (equipment {(mancalaBoard 4 6 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "12,E,N1,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top))}) (rules (start {(set Count 1 to:(union {(difference (sites P1 "Home") (sites Left)) (difference (sites P2 "Home") (sites Right))})) (set Count (- (- (* 4 6) 2) (* 2 (- 6 1))) to:(union (intersection (sites Left) (sites P1 "Outer")) (intersection (sites Right) (sites P2 "Outer"))))}) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (and {(> (count at:(to)) 1) (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0)}) (and {(fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) "Track" owner:(mover))}) (if (> (count at:(to)) 1) (moveAgain))))))) (end (if (no Moves Next) (result Mover Win)))))
4x8 board. Two counters in each hole, the holes in the inner row are then vacated. These counters become the "store." Sowing occurs in an anti-clockwise direction in the player's two rows. When the final counter of a sowing lands in any occupied hole, the contents of the opponent's inner row holes opposite are captured. If there are also counters in the opponent's outer hole opposite, these are also captured, but only if there are counters in the opponent's inner hole. Captured counters are then sown from the hole that the sowing began. If the final counter lands in an occupied hole and capturing cannot happen, these counters are picked up and sowing continues. At any time during the game if a player is running low on counters, they may enter counters from the "store" and add one counter to each hole. The player who is unable to move loses.
(game "Mwambulula" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening" (play (move (from (sites Mover "Inner") if:(is Occupied (from))) (to Cell (handSite Mover)) count:2)) (nextPhase Mover (all Sites (sites Mover "Inner") if:(= 0 (count at:(site)))) "Sowing")) (phase "Sowing" (play (or (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover))}) (moveAgain)) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 3)) (- (to) (* 8 3)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 3)) (- (to) (* 8 3)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 3)) (- (to) (* 8 3)))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) (* 8 3)) (- (to) (* 8 3))))) "Track" owner:(mover))}) (moveAgain))))))) (if (and (not (is Prev Mover)) (is Occupied Cell (handSite Mover))) (move Select (from Cell (handSite Mover)) (then (forEach Site (sites Mover "Home") (fromTo (from Cell (handSite Mover)) (to (site))))))))))} (end (forEach NonMover if:(no Moves Player) (result Player Loss)))))
###Description 4x8 board. Two counters in each hole, the holes in the inner row are then vacated. These counters become the "store." Sowing occurs in an anti-clockwise direction in the player's two rows. When the final counter of a sowing lands in any occupied hole, the contents of the opponent's inner row holes opposite are captured. If there are also counters in the opponent's outer hole opposite, these are also captured, but only if there are counters in the opponent's inner hole. Captured counters are then sown from the hole that the sowing began. If the final counter lands in an occupied hole and capturing cannot happen, these counters are picked up and sowing continues. At any time during the game if a player is running low on counters, they may enter counters from the "store" and add one counter to each hole. The player who is unable to move loses. ###Ludii (game "Mwambulula" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening" (play (move (from (sites Mover "Inner") if:(is Occupied (from))) (to Cell (handSite Mover)) count:2)) (nextPhase Mover (all Sites (sites Mover "Inner") if:(= 0 (count at:(site)))) "Sowing")) (phase "Sowing" (play (or (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover))}) (moveAgain)) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 3)) (- (to) (* 8 3)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 3)) (- (to) (* 8 3)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 3)) (- (to) (* 8 3)))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) (* 8 3)) (- (to) (* 8 3))))) "Track" owner:(mover))}) (moveAgain))))))) (if (and (not (is Prev Mover)) (is Occupied Cell (handSite Mover))) (move Select (from Cell (handSite Mover)) (then (forEach Site (sites Mover "Home") (fromTo (from Cell (handSite Mover)) (to (site))))))))))} (end (forEach NonMover if:(no Moves Player) (result Player Loss)))))
4x8 board. Two counters in each hole. Opening play: Two players play simultaneously, lifting and sowing counters from their outer rows. Rules for sowing and capturing are the same as in the main phase of the game. Sowing cannot begin from the fourth or fifth hole from the left in the player's outer hole. Players play until both drop the final counter in an empty hole, the first to do so plays first in the main phase. Players then move alternately. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: Holes are in 'opposition' when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. However, each player has two hole from which clockwise plays can be made: the leftmost hole in the outer row and the second from the left in the inner row. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, starting from the same hole, they can also be sown clockwise if they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise. Another alternative the player has is that, if the player plays clockwise from one of these holes and therefore makes a capture, the captured counters may be placed in the hole and left there, and the player may play instead from the other hole from which clockwise captures are allowed in a clockwise direction, if it leads to a capture. The player may continue playing from this hole as above until the possibilities to move are exhausted, and then may move from any hole in an anti-clockwise direction. Multiple captures can only be made in a clockwise direction from these holes if it is made on the first sowing of the turn. Otherwise, only one clockwise capture can be made and sowing must proceed in an anti-clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. A player may also win by capturing the counters from both of the opponent's end holes in the inner row in a single turn.
(game "Mweiso" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (difference (sites Bottom) (sites {3 4}))) (regions "Outer" P2 (difference (sites Top) (sites {27 28}))) (map "LeftMostOuter" {(pair P1 0) (pair P2 31)}) (map "SecondLeftInner" {(pair P1 9) (pair P2 22)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "OuterPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Outer")) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to))))))))) (nextPhase Mover (= 1 (count at:(last To afterConsequence:True))) "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))))) (end (if (no Moves Next) (result Mover Win))))}))
###Description 4x8 board. Two counters in each hole. Opening play: Two players play simultaneously, lifting and sowing counters from their outer rows. Rules for sowing and capturing are the same as in the main phase of the game. Sowing cannot begin from the fourth or fifth hole from the left in the player's outer hole. Players play until both drop the final counter in an empty hole, the first to do so plays first in the main phase. Players then move alternately. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: Holes are in 'opposition' when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. However, each player has two hole from which clockwise plays can be made: the leftmost hole in the outer row and the second from the left in the inner row. Clockwise moves can only be made from these holes if they immediately lead to a capture. When the captured counters are sown, starting from the same hole, they can also be sown clockwise if they lead to a capture. If they cannot lead to a capture, they are sown anti-clockwise. Another alternative the player has is that, if the player plays clockwise from one of these holes and therefore makes a capture, the captured counters may be placed in the hole and left there, and the player may play instead from the other hole from which clockwise captures are allowed in a clockwise direction, if it leads to a capture. The player may continue playing from this hole as above until the possibilities to move are exhausted, and then may move from any hole in an anti-clockwise direction. Multiple captures can only be made in a clockwise direction from these holes if it is made on the first sowing of the turn. Otherwise, only one clockwise capture can be made and sowing must proceed in an anti-clockwise direction. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. A player may also win by capturing the counters from both of the opponent's end holes in the inner row in a single turn. ###Ludii (game "Mweiso" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (difference (sites Bottom) (sites {3 4}))) (regions "Outer" P2 (difference (sites Top) (sites {27 28}))) (map "LeftMostOuter" {(pair P1 0) (pair P2 31)}) (map "SecondLeftInner" {(pair P1 9) (pair P2 22)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "OuterPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Outer")) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to))))))))) (nextPhase Mover (= 1 (count at:(last To afterConsequence:True))) "MainPhase")) (phase "MainPhase" (play (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) if:(and {(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from)))) (is In (from) (sites {(mapEntry "LeftMostOuter" Mover) (mapEntry "SecondLeftInner" Mover)})) (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))})) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (set Var "Replay" (from))}) (set Var "Replay" (to)))))))))) (end (if (no Moves Next) (result Mover Win))))}))
4x4-16 board, played only along the perimeter. Three counters per hole. Any number of players. Holes are distributed equally among the players. Sowing occurs in a clockwise direction. Counters are sown one per occupied hole, two per empty hole. Each player owns the holes in which their counters are located at the beginning of their turn, and they must sow from the rightmost hole. If the final counter of a sowing falls into an empty hole, the player sows again from the rightmost hole. Alternatively, a player may place all of the counters from the rightmost counter into the next hole, but this cannot be done after a move. When counters fall into holes belonging to an opponent, these hole and the counters in it are captured by the player, but remain in play. When a player has a single counter and empty holes in from of it, this counter leaps to the next hole occupied by the opponent. The player who captures all of the opponent's holes wins. Each row has 10 holes.
(game "Mwendo" (players 4) (equipment {(mancalaBoard 4 10 store:None (track "Track" "10,N,E,S,W" loop:True)) (piece "Seed" Each) (regions P1 (sites {0 1 2 3 4 5})) (regions P2 (sites {6 7 8 9 19 29})) (regions P3 (sites {39 38 37 36 35 34})) (regions P4 (sites {33 32 31 30 20 10}))}) (rules (start {(place "Seed1" (sites P1) counts:{3}) (place "Seed2" (sites P2) counts:{3}) (place "Seed3" (sites P3) counts:{3}) (place "Seed4" (sites P4) counts:{3})}) (play (if (!= 1 (count Pieces Mover)) (or (move Select (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (then (sow numPerHole:(if (is Empty (to)) 2 1) sowEffect:(if (and (!= (mover) (what at:(to))) (is Occupied (to))) (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))) apply:(if (= 2 (count at:(to))) (moveAgain))))) (if (not (is Prev Mover)) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite Move from:(trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to)))) steps:1) (apply (if (and (!= (mover) (what at:(to))) (is Occupied (to))) (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))))) count:(count at:(trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to)))))))) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite FirstSite from:(from) if:(is Enemy (who at:(to)))) (apply (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))))))) (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
###Description 4x4-16 board, played only along the perimeter. Three counters per hole. Any number of players. Holes are distributed equally among the players. Sowing occurs in a clockwise direction. Counters are sown one per occupied hole, two per empty hole. Each player owns the holes in which their counters are located at the beginning of their turn, and they must sow from the rightmost hole. If the final counter of a sowing falls into an empty hole, the player sows again from the rightmost hole. Alternatively, a player may place all of the counters from the rightmost counter into the next hole, but this cannot be done after a move. When counters fall into holes belonging to an opponent, these hole and the counters in it are captured by the player, but remain in play. When a player has a single counter and empty holes in from of it, this counter leaps to the next hole occupied by the opponent. The player who captures all of the opponent's holes wins. Each row has 10 holes. ###Ludii (game "Mwendo" (players 4) (equipment {(mancalaBoard 4 10 store:None (track "Track" "10,N,E,S,W" loop:True)) (piece "Seed" Each) (regions P1 (sites {0 1 2 3 4 5})) (regions P2 (sites {6 7 8 9 19 29})) (regions P3 (sites {39 38 37 36 35 34})) (regions P4 (sites {33 32 31 30 20 10}))}) (rules (start {(place "Seed1" (sites P1) counts:{3}) (place "Seed2" (sites P2) counts:{3}) (place "Seed3" (sites P3) counts:{3}) (place "Seed4" (sites P4) counts:{3})}) (play (if (!= 1 (count Pieces Mover)) (or (move Select (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (then (sow numPerHole:(if (is Empty (to)) 2 1) sowEffect:(if (and (!= (mover) (what at:(to))) (is Occupied (to))) (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))) apply:(if (= 2 (count at:(to))) (moveAgain))))) (if (not (is Prev Mover)) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite Move from:(trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to)))) steps:1) (apply (if (and (!= (mover) (what at:(to))) (is Occupied (to))) (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))))) count:(count at:(trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to)))))))) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite FirstSite from:(from) if:(is Enemy (who at:(to)))) (apply (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))))))) (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
4x8 board. 32 counters per player. Players may arrange the counters however they like in their holes. Players sow by taking the counters from one of their holes and dropping them one by one in an anti-clockwise direction only in the two rows closest to them. When the last counter lands in an empty hole, the turn is over. When the last counter falls into an occupied hole, the contents of this hole are picked up and sowing continues. If the final counter falls into an occupied hole in the inner row, and the two holes opposite it in the opponent's rows are occupied, the counters in these two rows of the opponent are taken. They are then sown on the player's side of the board beginning from the hole that received the first counter of the sowing that led to the capture. Both of the opponent's holes must be occupied to capture. Clockwise sowing is allowed in certain circumstances. If a clockwise move from the four holes on the left hand side of the players board (i.e., the left two holes in the outer row or the left two hole in the inner row) can lead to a capture, a clockwise move is allowed. Sowing cannot occur with single counters. The player who can no longer move loses.
(game "Mweso" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Left" P1 (intersection (sites Track "TrackCCW1") (expand (sites Left)))) (regions "Left" P2 (intersection (sites Track "TrackCCW2") (expand (sites Right)))) (hand Each)}) (rules (start {(set Count 32 at:(handSite P1)) (set Count 32 at:(handSite P2))}) phases:{(phase "Placing" (play (move (from (handSite Mover)) (to (sites Mover "Home")) count:1)) (nextPhase Mover (is Empty (handSite Mover)) "Sowing")) (phase "Sowing" (play (or {(if (!= 2 (var "Direction")) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(set Var "Direction" 1) (moveAgain) (set Var "Replay" (to)) (if (is In (to) (sites Mover "Inner")) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "TrackCCW" owner:(mover))})))}) (set Var "Direction" 0)))))) (if (!= 1 (var "Direction")) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Left")) if:(and (< 1 (count at:(from))) (if (is Prev Mover) True (if (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (and (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))) False)))) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(set Var "Direction" 2) (moveAgain) (set Var "Replay" (to)) (if (is In (to) (sites Mover "Inner")) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "TrackCCW" owner:(mover))})))}) (set Var "Direction" 0))))))})) (end (if (and (not (is Next Mover)) (no Moves Next)) (result Mover Win))))}))
###Description 4x8 board. 32 counters per player. Players may arrange the counters however they like in their holes. Players sow by taking the counters from one of their holes and dropping them one by one in an anti-clockwise direction only in the two rows closest to them. When the last counter lands in an empty hole, the turn is over. When the last counter falls into an occupied hole, the contents of this hole are picked up and sowing continues. If the final counter falls into an occupied hole in the inner row, and the two holes opposite it in the opponent's rows are occupied, the counters in these two rows of the opponent are taken. They are then sown on the player's side of the board beginning from the hole that received the first counter of the sowing that led to the capture. Both of the opponent's holes must be occupied to capture. Clockwise sowing is allowed in certain circumstances. If a clockwise move from the four holes on the left hand side of the players board (i.e., the left two holes in the outer row or the left two hole in the inner row) can lead to a capture, a clockwise move is allowed. Sowing cannot occur with single counters. The player who can no longer move loses. ###Ludii (game "Mweso" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2) (track "TrackCW1" "7,W,N1,E" loop:True P1) (track "TrackCW2" "24,E,S1,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Left" P1 (intersection (sites Track "TrackCCW1") (expand (sites Left)))) (regions "Left" P2 (intersection (sites Track "TrackCCW2") (expand (sites Right)))) (hand Each)}) (rules (start {(set Count 32 at:(handSite P1)) (set Count 32 at:(handSite P2))}) phases:{(phase "Placing" (play (move (from (handSite Mover)) (to (sites Mover "Home")) count:1)) (nextPhase Mover (is Empty (handSite Mover)) "Sowing")) (phase "Sowing" (play (or {(if (!= 2 (var "Direction")) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(< 1 (count at:(from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(set Var "Direction" 1) (moveAgain) (set Var "Replay" (to)) (if (is In (to) (sites Mover "Inner")) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "TrackCCW" owner:(mover))})))}) (set Var "Direction" 0)))))) (if (!= 1 (var "Direction")) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Left")) if:(and (< 1 (count at:(from))) (if (is Prev Mover) True (if (is In (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (sites Mover "Inner")) (and (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) 8))) (is Occupied (if (is Mover P1) (+ (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2)) (- (trackSite Move from:(from) "TrackCW" steps:(count at:(from))) (* 8 2))))) False)))) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(set Var "Direction" 2) (moveAgain) (set Var "Replay" (to)) (if (is In (to) (sites Mover "Inner")) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "TrackCCW" owner:(mover))})))}) (set Var "Direction" 0))))))})) (end (if (and (not (is Next Mover)) (no Moves Next)) (result Mover Win))))}))
4x7-10 board (seven most common). One counter in each hole, with the player's leftmost hole in the outer row empty. On the first turn, sowing occurs in a clockwise direction. On the second turn, the player may sow in either direction, but must continue in the chosen direction for the rest of the game. Captures are made when the final counter of a sowing lands in an empty hole in the inner row. Captures are only made from the opponent's opposite outer row hole, and only when their inner row hole is empty. If the final counter lands in an occupied hole, the player picks up these counters and continues sowing. The player who captures all of the opponent's counters wins. Each player has 7 holes.
(game "Namudilakunze" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "14,E,N1,W" loop:True P2) (track "TrackCW1" "6,W,N1,E" loop:True P1) (track "TrackCW2" "20,W,N1,E" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (hand Each)}) (rules (start (set Count 1 to:(difference (sites Board) (sites {0 (- (* 7 4) 1)})))) phases:{(phase "FirstTurn" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (remove (if (is Mover P1) (+ (to) 7) (- (to) 7))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (remove (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))))))) (nextPhase Mover (not (is Next Mover)) "Main")) (phase "Main" (play (or (if (or (>= 0 (value Player Mover)) (= (value Player Mover) 1)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Empty (if (is Mover P1) (+ (to) 7) (- (to) 7))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (remove (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))) (if (!= 1 (value Player Mover)) (set Value Mover 1))))))) (if (or (>= 0 (value Player Mover)) (= (value Player Mover) 2)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Empty (if (is Mover P1) (+ (to) 7) (- (to) 7))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (remove (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))) (if (!= 2 (value Player Mover)) (set Value Mover 2))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x7-10 board (seven most common). One counter in each hole, with the player's leftmost hole in the outer row empty. On the first turn, sowing occurs in a clockwise direction. On the second turn, the player may sow in either direction, but must continue in the chosen direction for the rest of the game. Captures are made when the final counter of a sowing lands in an empty hole in the inner row. Captures are only made from the opponent's opposite outer row hole, and only when their inner row hole is empty. If the final counter lands in an occupied hole, the player picks up these counters and continues sowing. The player who captures all of the opponent's counters wins. Each player has 7 holes. ###Ludii (game "Namudilakunze" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "14,E,N1,W" loop:True P2) (track "TrackCW1" "6,W,N1,E" loop:True P1) (track "TrackCW2" "20,W,N1,E" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (hand Each)}) (rules (start (set Count 1 to:(difference (sites Board) (sites {0 (- (* 7 4) 1)})))) phases:{(phase "FirstTurn" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (remove (if (is Mover P1) (+ (to) 7) (- (to) 7))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (remove (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))))))) (nextPhase Mover (not (is Next Mover)) "Main")) (phase "Main" (play (or (if (or (>= 0 (value Player Mover)) (= (value Player Mover) 1)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Empty (if (is Mover P1) (+ (to) 7) (- (to) 7))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (remove (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))) (if (!= 1 (value Player Mover)) (set Value Mover 1))))))) (if (or (>= 0 (value Player Mover)) (= (value Player Mover) 2)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Empty (if (is Mover P1) (+ (to) 7) (- (to) 7))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (remove (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))) (if (!= 2 (value Player Mover)) (set Value Mover 2))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x5 or 8 board. One counter in each hole. Players alternate turns picking up the counters in one of their holes and sowing them in an anti-clockwise direction. When the final counter lands in a hole with counters, these counters are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, any counters in the opponent's opposite inner row hole are captured, and if this capture was possible, any counters in the outer row hole are also captured. The player who captures all of the opponent's counters wins. Each player has 6 holes per row.
(game "Nchayo" (players 2) (equipment {(mancalaBoard 4 5 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "10,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 1 to:(sites Board))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 5) (- (to) 5))) (and (fromTo (from (if (is Mover P1) (+ (to) 5) (- (to) 5))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 5) (- (to) 5)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 5 2)) (- (to) (* 5 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 5 2)) (- (to) (* 5 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 5 2)) (- (to) (* 5 2)))))))))))))) (end (if (no Moves Next) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
###Description 4x5 or 8 board. One counter in each hole. Players alternate turns picking up the counters in one of their holes and sowing them in an anti-clockwise direction. When the final counter lands in a hole with counters, these counters are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, any counters in the opponent's opposite inner row hole are captured, and if this capture was possible, any counters in the outer row hole are also captured. The player who captures all of the opponent's counters wins. Each player has 6 holes per row. ###Ludii (game "Nchayo" (players 2) (equipment {(mancalaBoard 4 5 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "10,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 1 to:(sites Board))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 5) (- (to) 5))) (and (fromTo (from (if (is Mover P1) (+ (to) 5) (- (to) 5))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 5) (- (to) 5)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 5 2)) (- (to) (* 5 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 5 2)) (- (to) (* 5 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 5 2)) (- (to) (* 5 2)))))))))))))) (end (if (no Moves Next) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2 "Home"))))})))))
4x6, 9, 12, or 15. Two counters in each hole. Players begin by sowing from the rightmost hole in the inner row, placing one counter in each of the first two holes, then picking up the counters from the next hole and continuing to sow until the next hole after the sowing is empty (this should be the hole from which the sowing began). Each player then takes two counters from any of the holes in their inner row and places them in any empty hole in the outer row. The player then captures the counters in the opponent's opposite holes. The player then removes the contents of any one of the opponent's holes. Once both players have done this, the main phase begins. Players move by sowing from any of the holes on their side of the board in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. When they fall into an empty hole, the sowing ends. If this hole is in the inner row, the contents of the opponent's opposite hole in the inner row are also taken. If there are also counters in the opponent's outer row opposite, these are also taken. The player may also capture the contents of any other hole in the inner or outer row. Single counters may be moved. The player who captures all of their opponent's counters wins. Each player has 6 holes by row.
(game "Nchuwa" (players 2) (equipment {(mancalaBoard 4 6 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "12,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (sites Row 1)) (regions "Inner" P2 (sites Row 2)) (regions "Outer" P1 (sites Row 0)) (regions "Outer" P2 (sites Row 3)) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening1" (play (move Select (from (if (is Mover P1) (intersection (sites Right) (sites Row 1)) (intersection (sites Left) (sites Row 2)))) (then (sow "TrackCCW" owner:(mover) apply:(set Value Mover (trackSite Move from:(to) steps:1)))))) (nextPhase Mover "Opening2")) (phase "Opening2" (play (move Select (from (value Player Mover)) (then (sow "TrackCCW" owner:(mover) apply:(if (= (count at:(trackSite Move from:(to) steps:1)) 0) (set Value Mover -1) (set Value Mover (trackSite Move from:(to) steps:1))))))) (nextPhase Mover (= (value Player Mover) -1) "Opening3")) (phase "Opening3" (play (move (from (forEach (sites Mover "Inner") if:(!= 0 (count at:(site))))) (to (forEach (sites Mover "Outer") if:(= 0 (count at:(site))))) count:2)) (nextPhase Mover "Opening4")) (phase "Opening4" (play (move Remove (sites Next "Home"))) (nextPhase Mover "Opening5")) (phase "Opening5" (play (move Remove (sites Next "Home"))) (nextPhase Mover "Playing")) (phase "Playing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and (remove (if (is Mover P1) (+ (to) 6) (- (to) 6))) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))))) (moveAgain)))))))} (end (forEach Player if:(= 0 (count in:(sites Player "Home"))) (result Player Loss)))))
###Description 4x6, 9, 12, or 15. Two counters in each hole. Players begin by sowing from the rightmost hole in the inner row, placing one counter in each of the first two holes, then picking up the counters from the next hole and continuing to sow until the next hole after the sowing is empty (this should be the hole from which the sowing began). Each player then takes two counters from any of the holes in their inner row and places them in any empty hole in the outer row. The player then captures the counters in the opponent's opposite holes. The player then removes the contents of any one of the opponent's holes. Once both players have done this, the main phase begins. Players move by sowing from any of the holes on their side of the board in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. When they fall into an empty hole, the sowing ends. If this hole is in the inner row, the contents of the opponent's opposite hole in the inner row are also taken. If there are also counters in the opponent's outer row opposite, these are also taken. The player may also capture the contents of any other hole in the inner or outer row. Single counters may be moved. The player who captures all of their opponent's counters wins. Each player has 6 holes by row. ###Ludii (game "Nchuwa" (players 2) (equipment {(mancalaBoard 4 6 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "12,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (sites Row 1)) (regions "Inner" P2 (sites Row 2)) (regions "Outer" P1 (sites Row 0)) (regions "Outer" P2 (sites Row 3)) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening1" (play (move Select (from (if (is Mover P1) (intersection (sites Right) (sites Row 1)) (intersection (sites Left) (sites Row 2)))) (then (sow "TrackCCW" owner:(mover) apply:(set Value Mover (trackSite Move from:(to) steps:1)))))) (nextPhase Mover "Opening2")) (phase "Opening2" (play (move Select (from (value Player Mover)) (then (sow "TrackCCW" owner:(mover) apply:(if (= (count at:(trackSite Move from:(to) steps:1)) 0) (set Value Mover -1) (set Value Mover (trackSite Move from:(to) steps:1))))))) (nextPhase Mover (= (value Player Mover) -1) "Opening3")) (phase "Opening3" (play (move (from (forEach (sites Mover "Inner") if:(!= 0 (count at:(site))))) (to (forEach (sites Mover "Outer") if:(= 0 (count at:(site))))) count:2)) (nextPhase Mover "Opening4")) (phase "Opening4" (play (move Remove (sites Next "Home"))) (nextPhase Mover "Opening5")) (phase "Opening5" (play (move Remove (sites Next "Home"))) (nextPhase Mover "Playing")) (phase "Playing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and (remove (if (is Mover P1) (+ (to) 6) (- (to) 6))) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))))) (moveAgain)))))))} (end (forEach Player if:(= 0 (count in:(sites Player "Home"))) (result Player Loss)))))
4x9 board. Two counters in each hole. Players alternate turns sowing from one of the holes in their rows in an anti-clockwise direction. When a counter falls into a hole in their inner row, the player captures the counters from both of the opposite holes on the opponent's side of the board; if one of the two opposite holes is empty, no capture is made. Captures counters are sown on the player's side of the board. Play continues until one player captures all of the counters or one player forfeits.
(game "Ngolo" (players 2) (equipment {(mancalaBoard 4 9 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "18,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (or (move Pass) (move Select (from (sites Mover "Home") if:(< 0 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (and {(!= (count at:(if (is Mover P1) (+ (to) (* 9 2)) (- (to) (* 9 2)))) 0) (!= (count at:(if (is Mover P1) (+ (to) 9) (- (to) 9))) 0) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 9 2)) (- (to) (* 9 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 9 2)) (- (to) (* 9 2))))) (fromTo (from (if (is Mover P1) (+ (to) 9) (- (to) 9))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 9) (- (to) 9)))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) 9) (- (to) 9))) (count at:(if (is Mover P1) (+ (to) (* 9 2)) (- (to) (* 9 2))))) "Track" owner:(mover))}))))))) (end {(if (= (count in:(sites Next "Home")) 0) (result Mover Win)) (if (was Pass) (result Next Win))})))
###Description 4x9 board. Two counters in each hole. Players alternate turns sowing from one of the holes in their rows in an anti-clockwise direction. When a counter falls into a hole in their inner row, the player captures the counters from both of the opposite holes on the opponent's side of the board; if one of the two opposite holes is empty, no capture is made. Captures counters are sown on the player's side of the board. Play continues until one player captures all of the counters or one player forfeits. ###Ludii (game "Ngolo" (players 2) (equipment {(mancalaBoard 4 9 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "18,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (or (move Pass) (move Select (from (sites Mover "Home") if:(< 0 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (and {(!= (count at:(if (is Mover P1) (+ (to) (* 9 2)) (- (to) (* 9 2)))) 0) (!= (count at:(if (is Mover P1) (+ (to) 9) (- (to) 9))) 0) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 9 2)) (- (to) (* 9 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 9 2)) (- (to) (* 9 2))))) (fromTo (from (if (is Mover P1) (+ (to) 9) (- (to) 9))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 9) (- (to) 9)))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) 9) (- (to) 9))) (count at:(if (is Mover P1) (+ (to) (* 9 2)) (- (to) (* 9 2))))) "Track" owner:(mover))}))))))) (end {(if (= (count in:(sites Next "Home")) 0) (result Mover Win)) (if (was Pass) (result Next Win))})))
4x7 board, using only the outer two rows. Three counters in each hole. Sowing occurs in an anticlockwise direction. The first player takes the counters out of their leftmost hole and sows them. Instead of each player owning a row of holes, they own the series of holes which currently contain their counters. Players always sow from the rearmost of their holes. When the frontmost two holes of a player's sequence contain one counter each, the player gets another turn. When a player sows into the rear holes of the opponent, the player takes ownership of those holes. When one player is reduced to one counter, they jump to the nearest corner hole in the direction of play, and continue jumping from corner to corner until they capture counters belonging to the opponent, at which point they revert to the normal playing style. The first player to capture all their opponent's pieces wins.
(game "Ngulungu" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "Track" "0,E,27,W" loop:True) (track "TrackCorner" "0,6,27,21" loop:True) (track "ReverseTrack" "6,W,21,E" loop:True)}) (piece "Seed" Each)}) (rules (start {(place "Seed1" (sites Bottom) counts:{3}) (place "Seed2" (sites Top) counts:{3})}) (play (if (and (all Sites (sites Occupied by:Mover) if:(is In (sites Corners))) (= 1 (count Pieces Mover))) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite FirstSite "TrackCorner" from:(from) if:(is Enemy (who at:(to)))) (apply (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))))) (move Select (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (then (sow sowEffect:(if (and (!= (mover) (what at:(to))) (is Occupied (to))) (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))) apply:(if (and (= 1 (count at:(trackSite Move from:(to) "ReverseTrack" steps:1))) (= 1 (count at:(to)))) (moveAgain))))))) (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
###Description 4x7 board, using only the outer two rows. Three counters in each hole. Sowing occurs in an anticlockwise direction. The first player takes the counters out of their leftmost hole and sows them. Instead of each player owning a row of holes, they own the series of holes which currently contain their counters. Players always sow from the rearmost of their holes. When the frontmost two holes of a player's sequence contain one counter each, the player gets another turn. When a player sows into the rear holes of the opponent, the player takes ownership of those holes. When one player is reduced to one counter, they jump to the nearest corner hole in the direction of play, and continue jumping from corner to corner until they capture counters belonging to the opponent, at which point they revert to the normal playing style. The first player to capture all their opponent's pieces wins. ###Ludii (game "Ngulungu" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "Track" "0,E,27,W" loop:True) (track "TrackCorner" "0,6,27,21" loop:True) (track "ReverseTrack" "6,W,21,E" loop:True)}) (piece "Seed" Each)}) (rules (start {(place "Seed1" (sites Bottom) counts:{3}) (place "Seed2" (sites Top) counts:{3})}) (play (if (and (all Sites (sites Occupied by:Mover) if:(is In (sites Corners))) (= 1 (count Pieces Mover))) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite FirstSite "TrackCorner" from:(from) if:(is Enemy (who at:(to)))) (apply (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))))) (move Select (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (then (sow sowEffect:(if (and (!= (mover) (what at:(to))) (is Occupied (to))) (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))) apply:(if (and (= 1 (count at:(trackSite Move from:(to) "ReverseTrack" steps:1))) (= 1 (count at:(to)))) (moveAgain))))))) (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
4x8 board, occasionally 4x9 or 10. One counter in each hole. Sowing occurs in an anti-clockwise direction. The players start by each making a stylised move. Sowing begins from the rightmost hole in the outer row. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. When the sowing reaches the hole immediately before the one from which the sowing began (I.e,, the second-to-right hole in the outer row), these two counters are picked up and both placed in the rightmost hole in the outer row. The player then removes the two counters in the second-to-right hole in the inner row from the board. When both players complete this move, the main phase of the game begins. Players sow from any hole in their two rows. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opponent's opposite hole in their inner row are captured. If there are also counters in the opponent's opposite hole in the outer row, these are also captured, but only when a capture from the inner row was also made. Players cannot sow single counters, unless there are no holes with multiple counters left, in which case single counters may be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Each row has 8 holes.
(game "Njombwa (One Counter)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start (set Count 1 to:(sites Board))) phases:{(phase "Opening1" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (is Mover P1) (intersection (sites Mover "Outer") (sites Right)) (intersection (sites Mover "Outer") (sites Left)))) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (and (not (is In (trackSite Move from:(to) "Track" steps:1) (if (is Mover P1) (intersection (sites Mover "Outer") (sites Right)) (intersection (sites Mover "Outer") (sites Left))))) (< 1 (count at:(to)))) (moveAgain)))))) (nextPhase Mover (not (is Next Mover)) "Opening2")) (phase "Opening2" (play (move (from (sites Mover "Home") if:(is In (trackSite Move from:(from) "Track" steps:1) (if (is Mover P1) (intersection (sites Mover "Outer") (sites Right)) (intersection (sites Mover "Outer") (sites Left))))) (to (if (is Mover P1) (intersection (sites Mover "Outer") (sites Right)) (intersection (sites Mover "Outer") (sites Left)))) count:2)) (nextPhase Mover "Opening3")) (phase "Opening3" (play (move Remove (if (is Mover P1) (intersection (sites Mover "Inner") (difference (expand (sites Right)) (sites Right))) (intersection (sites Mover "Inner") (difference (expand (sites Left)) (sites Left)))))) (nextPhase Mover "Sowing")) (phase "Sowing" (play (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (move Select (from (sites Mover "Home") if:(and (is Occupied (from)) (is Empty (trackSite Move from:(from) "Track" steps:1)))) (then (sow "Track" owner:(mover)))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))))))))} (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x8 board, occasionally 4x9 or 10. One counter in each hole. Sowing occurs in an anti-clockwise direction. The players start by each making a stylised move. Sowing begins from the rightmost hole in the outer row. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. When the sowing reaches the hole immediately before the one from which the sowing began (I.e,, the second-to-right hole in the outer row), these two counters are picked up and both placed in the rightmost hole in the outer row. The player then removes the two counters in the second-to-right hole in the inner row from the board. When both players complete this move, the main phase of the game begins. Players sow from any hole in their two rows. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opponent's opposite hole in their inner row are captured. If there are also counters in the opponent's opposite hole in the outer row, these are also captured, but only when a capture from the inner row was also made. Players cannot sow single counters, unless there are no holes with multiple counters left, in which case single counters may be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Each row has 8 holes. ###Ludii (game "Njombwa (One Counter)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start (set Count 1 to:(sites Board))) phases:{(phase "Opening1" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (is Mover P1) (intersection (sites Mover "Outer") (sites Right)) (intersection (sites Mover "Outer") (sites Left)))) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (and (not (is In (trackSite Move from:(to) "Track" steps:1) (if (is Mover P1) (intersection (sites Mover "Outer") (sites Right)) (intersection (sites Mover "Outer") (sites Left))))) (< 1 (count at:(to)))) (moveAgain)))))) (nextPhase Mover (not (is Next Mover)) "Opening2")) (phase "Opening2" (play (move (from (sites Mover "Home") if:(is In (trackSite Move from:(from) "Track" steps:1) (if (is Mover P1) (intersection (sites Mover "Outer") (sites Right)) (intersection (sites Mover "Outer") (sites Left))))) (to (if (is Mover P1) (intersection (sites Mover "Outer") (sites Right)) (intersection (sites Mover "Outer") (sites Left)))) count:2)) (nextPhase Mover "Opening3")) (phase "Opening3" (play (move Remove (if (is Mover P1) (intersection (sites Mover "Inner") (difference (expand (sites Right)) (sites Right))) (intersection (sites Mover "Inner") (difference (expand (sites Left)) (sites Left)))))) (nextPhase Mover "Sowing")) (phase "Sowing" (play (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (move Select (from (sites Mover "Home") if:(and (is Occupied (from)) (is Empty (trackSite Move from:(from) "Track" steps:1)))) (then (sow "Track" owner:(mover)))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))))))))} (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
4x8 board, occasionally 4x9 or 10. Two counters in each hole, except the leftmost hole in the inner row, which has zero, and the hole to its right, which has one. Sowing occurs in an anti-clockwise direction. Players sow from any hole in their two rows. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opponent's opposite hole in their inner row are captured. If there are also counters in the opponent's opposite hole in the outer row, these are also captured, but only when a capture from the inner row was also made. Players cannot sow single counters, unless there are no holes with multiple counters left, in which case single counters may be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Each row has 8 holes.
(game "Njombwa (Two Counters)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start {(set Count 2 to:(difference (sites Board) (sites {8 (+ 1 8) (- (* 8 3) 1) (- (* 8 3) 2)}))) (set Count 1 to:(sites {(+ 8 1) (- (* 8 3) 2)}))}) (play (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (move Select (from (sites Mover "Home") if:(and (is Occupied (from)) (is Empty (trackSite Move from:(from) "Track" steps:1)))) (then (sow "Track" owner:(mover)))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))))))) (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x8 board, occasionally 4x9 or 10. Two counters in each hole, except the leftmost hole in the inner row, which has zero, and the hole to its right, which has one. Sowing occurs in an anti-clockwise direction. Players sow from any hole in their two rows. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opponent's opposite hole in their inner row are captured. If there are also counters in the opponent's opposite hole in the outer row, these are also captured, but only when a capture from the inner row was also made. Players cannot sow single counters, unless there are no holes with multiple counters left, in which case single counters may be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Each row has 8 holes. ###Ludii (game "Njombwa (Two Counters)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start {(set Count 2 to:(difference (sites Board) (sites {8 (+ 1 8) (- (* 8 3) 1) (- (* 8 3) 2)}))) (set Count 1 to:(sites {(+ 8 1) (- (* 8 3) 2)}))}) (play (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (move Select (from (sites Mover "Home") if:(and (is Occupied (from)) (is Empty (trackSite Move from:(from) "Track" steps:1)))) (then (sow "Track" owner:(mover)))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))))))) (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
4x8 board, occasionally 4x9 or 10. 29 counters in each player's leftmost hole in their outer row, two in the hole to the right of it and one in the hole to the right of that one. Sowing occurs in an anti-clockwise direction in the player's two rows. Each player begins with a stylised move, by sowing the contents of the hole with two counters. Players alternate turns sowing only from their hole with two counters. When finally a single counter is sown into an inner-row hole that is opposite a hole with a single counter in the opponent's inner row, this counter is captured. The opponent then sows their two remaining counters, capturing two from the opponent. Then, the players sow from their hole with 29 counters, picking up the contents of a hole when the final counter lands in an occupied hole, ending the turn when the final counter lands in an empty hole. When both players have completed this phase, the main phase of the game begins. Players sow from any hole in their two rows. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opponent's opposite hole in their inner row are captured. If there are also counters in the opponent's opposite hole in the outer row, these are also captured, but only when a capture from the inner row was also made. Players cannot sow single counters, unless there are no holes with multiple counters left, in which case single counters may be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Each row has 8 holes.
(game "Njombwa" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start {(set Count 29 to:(sites {0 (- (* 4 8) 1)})) (set Count 2 to:(sites {1 (- (* 4 8) 2)})) (set Count 1 to:(sites {2 (- (* 4 8) 3)}))}) phases:{(phase "Opening1" (play (move Select (from (forEach (sites Mover "Home") if:(= 2 (count at:(site))))) (then (sow "Track" owner:(mover) apply:(if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) (remove (if (is Mover P1) (+ (to) 8) (- (to) 8)))))))) (nextPhase (all Sites (sites Mover "Home") if:(!= 2 (count at:(site)))) "Opening2")) (phase "Opening2" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (forEach (sites Mover "Home") if:(= 29 (count at:(site))))) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain)))))) (nextPhase (not (is Next Mover)) "Sowing")) (phase "Sowing" (play (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (move Select (from (sites Mover "Home") if:(and (is Occupied (from)) (is Empty (trackSite Move from:(from) "Track" steps:1)))) (then (sow "Track" owner:(mover)))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))))))))} (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x8 board, occasionally 4x9 or 10. 29 counters in each player's leftmost hole in their outer row, two in the hole to the right of it and one in the hole to the right of that one. Sowing occurs in an anti-clockwise direction in the player's two rows. Each player begins with a stylised move, by sowing the contents of the hole with two counters. Players alternate turns sowing only from their hole with two counters. When finally a single counter is sown into an inner-row hole that is opposite a hole with a single counter in the opponent's inner row, this counter is captured. The opponent then sows their two remaining counters, capturing two from the opponent. Then, the players sow from their hole with 29 counters, picking up the contents of a hole when the final counter lands in an occupied hole, ending the turn when the final counter lands in an empty hole. When both players have completed this phase, the main phase of the game begins. Players sow from any hole in their two rows. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opponent's opposite hole in their inner row are captured. If there are also counters in the opponent's opposite hole in the outer row, these are also captured, but only when a capture from the inner row was also made. Players cannot sow single counters, unless there are no holes with multiple counters left, in which case single counters may be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. Each row has 8 holes. ###Ludii (game "Njombwa" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start {(set Count 29 to:(sites {0 (- (* 4 8) 1)})) (set Count 2 to:(sites {1 (- (* 4 8) 2)})) (set Count 1 to:(sites {2 (- (* 4 8) 3)}))}) phases:{(phase "Opening1" (play (move Select (from (forEach (sites Mover "Home") if:(= 2 (count at:(site))))) (then (sow "Track" owner:(mover) apply:(if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) (remove (if (is Mover P1) (+ (to) 8) (- (to) 8)))))))) (nextPhase (all Sites (sites Mover "Home") if:(!= 2 (count at:(site)))) "Opening2")) (phase "Opening2" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (forEach (sites Mover "Home") if:(= 29 (count at:(site))))) if:(> (count at:(from)) 0)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain)))))) (nextPhase (not (is Next Mover)) "Sowing")) (phase "Sowing" (play (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (move Select (from (sites Mover "Home") if:(and (is Occupied (from)) (is Empty (trackSite Move from:(from) "Track" steps:1)))) (then (sow "Track" owner:(mover)))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))))))))} (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
4x10-20 board, with even numbers. Two counters in each hole, except the rightmost hole in the inner row of each player, which has zero. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opposite hole in the opponent's inner row are captured. If counters are captured from the inner row, and there are also counters in the outer row, the counters in the outer row are also captured. If counters in the inner and outer row are captured, the player may also capture counters from one other hole on the opponent's side of the board. Single counters cannot be sown until there are no holes with multiple counters on the player's side of the board, and then single counters may only be sown into empty holes. Play continues until one player captures all of their opponent's counters, thus winning the game. Each row has 10 holes.
(game "Nsolo" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union {(sites Bottom) (sites Top) (difference (sites P1 "Inner") (sites Right)) (difference (sites P2 "Inner") (sites Left))}))) (play (if (and (is Prev Mover) (= (var "Replay") -1)) (move Remove (sites Next "Home")) (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (move Select (from (sites Mover "Home") if:(and (is Occupied (from)) (is Empty (trackSite Move from:(from) "Track" steps:1)))) (then (sow "Track" owner:(mover)))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (is Occupied (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (and {(moveAgain) (set Var "Replay" -1) (remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))}))) (and (moveAgain) (set Var "Replay" (to))))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x10-20 board, with even numbers. Two counters in each hole, except the rightmost hole in the inner row of each player, which has zero. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, the counters in the opposite hole in the opponent's inner row are captured. If counters are captured from the inner row, and there are also counters in the outer row, the counters in the outer row are also captured. If counters in the inner and outer row are captured, the player may also capture counters from one other hole on the opponent's side of the board. Single counters cannot be sown until there are no holes with multiple counters on the player's side of the board, and then single counters may only be sown into empty holes. Play continues until one player captures all of their opponent's counters, thus winning the game. Each row has 10 holes. ###Ludii (game "Nsolo" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union {(sites Bottom) (sites Top) (difference (sites P1 "Inner") (sites Right)) (difference (sites P2 "Inner") (sites Left))}))) (play (if (and (is Prev Mover) (= (var "Replay") -1)) (move Remove (sites Next "Home")) (if (all Sites (sites Mover "Home") if:(>= 1 (count at:(site)))) (move Select (from (sites Mover "Home") if:(and (is Occupied (from)) (is Empty (trackSite Move from:(from) "Track" steps:1)))) (then (sow "Track" owner:(mover)))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (if (and (is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 10) (- (to) 10)))) (and (remove (if (is Mover P1) (+ (to) 10) (- (to) 10))) (if (is Occupied (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) (and {(moveAgain) (set Var "Replay" -1) (remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))))}))) (and (moveAgain) (set Var "Replay" (to))))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x8 board. Two counters in each hole. Players sow in an anti-clockwise direction from any of their holes. Singletons may not be sowed. Players capture when the sowing ends in a player's inner row and the opponent's inner and outer row holes opposite contain counters; these are captured and sown in the player's rows starting from the same hole that the previous sowing began. If the final counter lands in an occupied hole but capture is not possible, the counters in this hole are picked up and sowing continues. If the final counter ends in an empty hole, the turn ends. Captures cannot be made on each player's first turn. Play continues until one player has no holes with two or more counters, and the opponent wins.
(game "Nsumbi" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening" (play (move Select (from (sites Mover)) (then (sow "Track" owner:(mover))))) (nextPhase Mover "Playing")) (phase "Playing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (and {(< 1 (count at:(to))) (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0)}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover) origin:True)}) (if (< 1 (count at:(to))) (moveAgain))))))))} (end (if (no Moves Next) (result Mover Win)))))
###Description 4x8 board. Two counters in each hole. Players sow in an anti-clockwise direction from any of their holes. Singletons may not be sowed. Players capture when the sowing ends in a player's inner row and the opponent's inner and outer row holes opposite contain counters; these are captured and sown in the player's rows starting from the same hole that the previous sowing began. If the final counter lands in an occupied hole but capture is not possible, the counters in this hole are picked up and sowing continues. If the final counter ends in an empty hole, the turn ends. Captures cannot be made on each player's first turn. Play continues until one player has no holes with two or more counters, and the opponent wins. ###Ludii (game "Nsumbi" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Opening" (play (move Select (from (sites Mover)) (then (sow "Track" owner:(mover))))) (nextPhase Mover "Playing")) (phase "Playing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (and {(< 1 (count at:(to))) (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0)}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover) origin:True)}) (if (< 1 (count at:(to))) (moveAgain))))))))} (end (if (no Moves Next) (result Mover Win)))))
4x8 board. Two counters in each hole. Sowing proceeds in an anti-clockwise direction. The first move must begin from the second hole from the right in the player's outer row, and proceed as follows, and is played simultaneously by both players: sow the two counters from that first hole, capture the counters in the opponent's two opposite holes and sow them, starting in the rightmost hole in the outer row, capture from the opposite two holes on the opponent's side and sow them again from the same hole. When the final counter falls in an occupied hole, those counters are picked up and sowing continues. The opening move ends when the final counter falls in an empty hole. The main phase then begins. When the final counter falls into an occupied hole in the player's inner row and both of the opposite holes on the opponent's side of the board are occupied, the counters in the opposite holes are captured and sown beginning in the first hole that was sown into to begin the sowing that caused the capture. When the final counter falls into an occupied hole and a capture is not possible, the contents of the hole are picked up and sowing continues. When the final counter lands in an empty hole, the turn ends. Players cannot sow from a hole containing a single counter. The player who captures all of their opponent's counters wins.
(game "Otep" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (map "SecondRightOuter" {(pair P1 14) (pair P2 17)}) (map "RightOuter" {(pair P1 15) (pair P2 16)}) (hand Each)}) (rules (start (set Count 2 to:(sites Board))) phases:{(phase "Opening1" (play (move Select (from (mapEntry "SecondRightOuter" Mover)) (then (sow "Track" owner:(mover) apply:(and (fromTo (from (if (is Mover P1) (+ (last From) 8) (- (last From) 8))) (to (mapEntry "RightOuter" Mover)) count:2) (fromTo (from (if (is Mover P1) (+ (last From) (* 8 2)) (- (last From) (* 8 2)))) (to (mapEntry "RightOuter" Mover)) count:2)))))) (nextPhase Mover "Opening2")) (phase "Opening2" (play (move Select (from (mapEntry "RightOuter" Mover)) (then (sow "Track" owner:(mover) apply:(and (fromTo (from (if (is Mover P1) (+ (last From) 8) (- (last From) 8))) (to (mapEntry "RightOuter" Mover)) count:2) (fromTo (from (if (is Mover P1) (+ (last From) (* 8 2)) (- (last From) (* 8 2)))) (to (mapEntry "RightOuter" Mover)) count:2)))))) (nextPhase Mover "Opening3")) (phase "Opening3" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites {(mapEntry "RightOuter" Mover)}))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain)))))) (nextPhase Mover (not (is Next Prev)) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (and {(is In (to) (sites Mover "Inner")) (< 1 (count at:(to))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover))}) (if (< 1 (count at:(to))) (moveAgain))))))))} (end (forEach Player if:(no Moves Player) (result Player Loss)))))
###Description 4x8 board. Two counters in each hole. Sowing proceeds in an anti-clockwise direction. The first move must begin from the second hole from the right in the player's outer row, and proceed as follows, and is played simultaneously by both players: sow the two counters from that first hole, capture the counters in the opponent's two opposite holes and sow them, starting in the rightmost hole in the outer row, capture from the opposite two holes on the opponent's side and sow them again from the same hole. When the final counter falls in an occupied hole, those counters are picked up and sowing continues. The opening move ends when the final counter falls in an empty hole. The main phase then begins. When the final counter falls into an occupied hole in the player's inner row and both of the opposite holes on the opponent's side of the board are occupied, the counters in the opposite holes are captured and sown beginning in the first hole that was sown into to begin the sowing that caused the capture. When the final counter falls into an occupied hole and a capture is not possible, the contents of the hole are picked up and sowing continues. When the final counter lands in an empty hole, the turn ends. Players cannot sow from a hole containing a single counter. The player who captures all of their opponent's counters wins. ###Ludii (game "Otep" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (map "SecondRightOuter" {(pair P1 14) (pair P2 17)}) (map "RightOuter" {(pair P1 15) (pair P2 16)}) (hand Each)}) (rules (start (set Count 2 to:(sites Board))) phases:{(phase "Opening1" (play (move Select (from (mapEntry "SecondRightOuter" Mover)) (then (sow "Track" owner:(mover) apply:(and (fromTo (from (if (is Mover P1) (+ (last From) 8) (- (last From) 8))) (to (mapEntry "RightOuter" Mover)) count:2) (fromTo (from (if (is Mover P1) (+ (last From) (* 8 2)) (- (last From) (* 8 2)))) (to (mapEntry "RightOuter" Mover)) count:2)))))) (nextPhase Mover "Opening2")) (phase "Opening2" (play (move Select (from (mapEntry "RightOuter" Mover)) (then (sow "Track" owner:(mover) apply:(and (fromTo (from (if (is Mover P1) (+ (last From) 8) (- (last From) 8))) (to (mapEntry "RightOuter" Mover)) count:2) (fromTo (from (if (is Mover P1) (+ (last From) (* 8 2)) (- (last From) (* 8 2)))) (to (mapEntry "RightOuter" Mover)) count:2)))))) (nextPhase Mover "Opening3")) (phase "Opening3" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites {(mapEntry "RightOuter" Mover)}))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain)))))) (nextPhase Mover (not (is Next Prev)) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (and {(is In (to) (sites Mover "Inner")) (< 1 (count at:(to))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8)))}) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) "Track" owner:(mover))}) (if (< 1 (count at:(to))) (moveAgain))))))))} (end (forEach Player if:(no Moves Player) (result Player Loss)))))
4x12-20 board. Play begins with a number of counters that is three times the number of holes in a row minus two for a game with an even number of holes in a row; three times the number of holes minus one for odd. Counters are distributed beginning in the leftmost hole in the outer row, placing two counters in each hole in an anti-clockwise direction. Play begins from any of the player's holes, sowing anti-clockwise. When the final counter lands in an occupied hole, these are picked up and sowing continues, unless a capture can be made. Captures are made when the final counter falls into an occupied hole in the inner row, and the opponent's hole opposite contains counters. If it is, they are captured, and if the hole in to outer row opposite also contains counters, these are also captured. These are then sown from the hole following the one from which the capture occurred. If the final counter falls into an empty hole, the turn is over. Single counters cannot be sown. Play ends when one player cannot move. Each player has 12 holes.
(game "Owela (Benguela)" (players 2) (equipment {(mancalaBoard 4 12 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "24,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (regions "InnerInit" P1 (sites {19 20 21 22 23})) (regions "InnerInit" P2 (sites {24 25 26 27 28})) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union {(sites P1 "Outer") (sites P1 "InnerInit") (sites P2 "Outer") (sites P2 "InnerInit")}))) (play (move Select (from (if (is Prev Mover) (if (is Pending) (sites {(value Pending)}) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (if (and (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 12) (- (to) 12))) 0)) (and {(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (fromTo (from (if (is Mover P1) (+ (to) 12) (- (to) 12))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 12) (- (to) 12)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))))) (if (> (count at:(if (is Mover P1) (trackSite Move from:(to) "Track1" steps:1) (trackSite Move from:(to) "Track2" steps:1))) 1) (and (set Pending (if (is Mover P1) (trackSite Move from:(to) "Track1" steps:1) (trackSite Move from:(to) "Track2" steps:1))) (moveAgain)))}) (moveAgain))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))})))))
###Description 4x12-20 board. Play begins with a number of counters that is three times the number of holes in a row minus two for a game with an even number of holes in a row; three times the number of holes minus one for odd. Counters are distributed beginning in the leftmost hole in the outer row, placing two counters in each hole in an anti-clockwise direction. Play begins from any of the player's holes, sowing anti-clockwise. When the final counter lands in an occupied hole, these are picked up and sowing continues, unless a capture can be made. Captures are made when the final counter falls into an occupied hole in the inner row, and the opponent's hole opposite contains counters. If it is, they are captured, and if the hole in to outer row opposite also contains counters, these are also captured. These are then sown from the hole following the one from which the capture occurred. If the final counter falls into an empty hole, the turn is over. Single counters cannot be sown. Play ends when one player cannot move. Each player has 12 holes. ###Ludii (game "Owela (Benguela)" (players 2) (equipment {(mancalaBoard 4 12 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "24,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (regions "InnerInit" P1 (sites {19 20 21 22 23})) (regions "InnerInit" P2 (sites {24 25 26 27 28})) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union {(sites P1 "Outer") (sites P1 "InnerInit") (sites P2 "Outer") (sites P2 "InnerInit")}))) (play (move Select (from (if (is Prev Mover) (if (is Pending) (sites {(value Pending)}) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (if (and (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 12) (- (to) 12))) 0)) (and {(fromTo (from (to)) (to (handSite Mover)) count:(count at:(to))) (fromTo (from (if (is Mover P1) (+ (to) 12) (- (to) 12))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 12) (- (to) 12)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 12 2)) (- (to) (* 12 2)))))) (if (> (count at:(if (is Mover P1) (trackSite Move from:(to) "Track1" steps:1) (trackSite Move from:(to) "Track2" steps:1))) 1) (and (set Pending (if (is Mover P1) (trackSite Move from:(to) "Track1" steps:1) (trackSite Move from:(to) "Track2" steps:1))) (moveAgain)))}) (moveAgain))))))) (end (if (no Moves Mover) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))})))))
4x8 board. Two counters in each hole. Opening play: Two players play simultaneously, lifting and sowing counters from their outer rows. Rules for sowing and capturing are the same as in the main phase of the game except that all holes in each player's outer rows are considered to be in opposition and back captures can be made from them. Once a counter has been sown into the inner row, this ceases and captures can only be made from the inner row. The opening ends when both players reach an empty hole, and the first player to do so begins play in the main phase. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: four holes are in opposition when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. Each row has 8 holes.
(game "Pereauni" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "OuterPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Outer")) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (and (moveAgain) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to))))))) (if (!= 1 (value Player Mover)) (set Value Mover 1))))))) (nextPhase Mover (= 1 (count at:(last To afterConsequence:True))) "MainPhase")) (phase "MainPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to))))))))))))} (end (if (no Moves Next) (result Mover Win)))))
###Description 4x8 board. Two counters in each hole. Opening play: Two players play simultaneously, lifting and sowing counters from their outer rows. Rules for sowing and capturing are the same as in the main phase of the game except that all holes in each player's outer rows are considered to be in opposition and back captures can be made from them. Once a counter has been sown into the inner row, this ceases and captures can only be made from the inner row. The opening ends when both players reach an empty hole, and the first player to do so begins play in the main phase. Main phase: Play begins from any hole on the player's side of the board with counters in it. Singletons cannot move. Sowing happens in an anti-clockwise direction. If the last counter lands in an empty hole, the turn is over. For capturing: four holes are in opposition when one player has the front row hole occupied and the opponent has both of the holes opposite it occupied. If the last hole in a sowing is in opposition, the player takes the counters in both of the opponent's holes and places them in the empty hole from which the player lifted the counters. The player then sows the captured counters from this hole. Further captures in the sowing can occur in the same way. If the last counter lands on a hole that is occupied but not in opposition, these counters are picked up and sowing continues. Play ends when one player captures all the opponent's counters or one player cannot play. The player who cannot play loses. Each row has 8 holes. ###Ludii (game "Pereauni" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "OuterPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Outer")) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCCW" owner:(mover) apply:(and (if (< 1 (count at:(to))) (and (moveAgain) (if (and (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to))))))) (if (!= 1 (value Player Mover)) (set Value Mover 1))))))) (nextPhase Mover (= 1 (count at:(last To afterConsequence:True))) "MainPhase")) (phase "MainPhase" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(if (is Prev Mover) (< 0 (count at:(from))) (< 1 (count at:(from))))) (then (sow count:(if (is Prev Mover) (var "Count") (count at:(last From))) "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (if (and {(is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is In (to) (sites Mover "Inner"))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (if (is Mover P1) (- (to) 8) (+ (to) 8))) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (set Var "Replay" (if (is Mover P1) (- (to) 8) (+ (to) 8))) (if (= 1 (count at:(if (is Mover P1) (- (to) 8) (+ (to) 8)))) (set Var "Count" (+ {1 (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))})) (set Var "Count" (+ (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))}) (and (set Var "Replay" (to)) (set Var "Count" (count at:(to))))))))))))} (end (if (no Moves Next) (result Mover Win)))))
4x6-7 board. Two counters in each hole; before beginning each player rearranges these as they wish, with the following rules: The leftmost hole in the outer row must have the most counters; holes in the inner row may only have one counter. Initial phase: In this phase, only holes with two or fewer counters may be used to sow. Sowing occurs in an anti-clockwise direction, and when a counter lands in an occupied hole the sowing continues. When the final counter lands in an empty hole, the turn ends. If the empty hole is in the player's inner row, counters in the opponent's inner row opposite are captured, and if there are also counters in the opponent's outer row hole opposite, these are also taken. The initial phase ends for a player when two of the player's counters have been taken. On the next turn they must play from the hole with the largest number of counters, and from that point they may move from any hole. The rules for play remain the same as in the initial phase otherwise. The player who captures all of the opponent's counters wins. Each player has 6 holes by row.
(game "Quela" (players 2) (equipment {(mancalaBoard 4 6 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "12,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (map "LeftMost" {(pair P1 0) (pair P2 23)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Rearrangement" (play (or (move (from (sites Mover "Home") if:(is Occupied (from))) (to (difference (sites Mover) (from)))) (if (and (all Sites (difference (sites Mover "Home") (mapEntry "LeftMost" Mover)) if:(> (count at:(mapEntry Mover)) (count at:(site)))) (all Sites (sites Mover "Inner") if:(= 1 (count at:(site))))) (move Pass)))) (nextPhase (all Passed) "InitialPhase")) (phase "InitialPhase" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(or (is Prev Mover) (and (> 3 (count at:(from))) (is Occupied (from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 6) (- (to) 6))) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))))))))))) {(nextPhase P1 (< 1 (count Cell at:(handSite P2))) "MiddlePhase") (nextPhase P2 (< 1 (count Cell at:(handSite P1))) "MiddlePhase")}) (phase "MiddlePhase" (play (move Select (from (forEach (sites Mover "Home") if:(= (max (results from:(sites Mover "Home") to:(sites Mover "Home") (count at:(to)))) (count at:(site))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 6) (- (to) 6))) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))))))))))) (nextPhase Mover "FinalPhase")) (phase "FinalPhase" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 6) (- (to) 6))) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))))))))))) (end (if (no Moves Next) (result Mover Win))))}))
###Description 4x6-7 board. Two counters in each hole; before beginning each player rearranges these as they wish, with the following rules: The leftmost hole in the outer row must have the most counters; holes in the inner row may only have one counter. Initial phase: In this phase, only holes with two or fewer counters may be used to sow. Sowing occurs in an anti-clockwise direction, and when a counter lands in an occupied hole the sowing continues. When the final counter lands in an empty hole, the turn ends. If the empty hole is in the player's inner row, counters in the opponent's inner row opposite are captured, and if there are also counters in the opponent's outer row hole opposite, these are also taken. The initial phase ends for a player when two of the player's counters have been taken. On the next turn they must play from the hole with the largest number of counters, and from that point they may move from any hole. The rules for play remain the same as in the initial phase otherwise. The player who captures all of the opponent's counters wins. Each player has 6 holes by row. ###Ludii (game "Quela" (players 2) (equipment {(mancalaBoard 4 6 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "12,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (map "LeftMost" {(pair P1 0) (pair P2 23)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) phases:{(phase "Rearrangement" (play (or (move (from (sites Mover "Home") if:(is Occupied (from))) (to (difference (sites Mover) (from)))) (if (and (all Sites (difference (sites Mover "Home") (mapEntry "LeftMost" Mover)) if:(> (count at:(mapEntry Mover)) (count at:(site)))) (all Sites (sites Mover "Inner") if:(= 1 (count at:(site))))) (move Pass)))) (nextPhase (all Passed) "InitialPhase")) (phase "InitialPhase" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(or (is Prev Mover) (and (> 3 (count at:(from))) (is Occupied (from))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 6) (- (to) 6))) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))))))))))) {(nextPhase P1 (< 1 (count Cell at:(handSite P2))) "MiddlePhase") (nextPhase P2 (< 1 (count Cell at:(handSite P1))) "MiddlePhase")}) (phase "MiddlePhase" (play (move Select (from (forEach (sites Mover "Home") if:(= (max (results from:(sites Mover "Home") to:(sites Mover "Home") (count at:(to)))) (count at:(site))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 6) (- (to) 6))) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))))))))))) (nextPhase Mover "FinalPhase")) (phase "FinalPhase" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 6) (- (to) 6))) (and (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))))))))))))) (end (if (no Moves Next) (result Mover Win))))}))
4x8 board, played only along the perimeter. One to four counters per hole. Any number of players, holes are distributed equally among the players. Sowing occurs in an anti-clockwise direction. Each player owns the holes in which their counters are located at the beginning of their turn, and they must sow from the leftmost hole. When a counter falls into a hole containing counters belonging to the opponent, this hole and the counters in it are captured by the player, but remain in place and in play. When a player has a single counter and empty holes in from of it, this counter leaps to the next hole occupied by the opponent. The player who captures all of the opponent's holes wins. 4 seeds per hole. The board is a 4x8.
(game "Quendo" (players 4) (equipment {(mancalaBoard 4 8 store:None {(track "Track" "0,E,N,W,S2" loop:True)}) (piece "Seed" Each) (hand Each)}) (rules (start {(place "Seed1" (sites {0 1 2 3 4}) counts:{4}) (place "Seed2" (sites {5 6 7 15 23}) counts:{4}) (place "Seed3" (sites {31 30 29 28 27}) counts:{4}) (place "Seed4" (sites {26 25 24 16 8}) counts:{4})}) (play (if (!= 1 (count Pieces Mover)) (move Select (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (then (sow sowEffect:(if (and (!= (mover) (what at:(to))) (is Occupied (to))) (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to)))))))) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite FirstSite from:(from) if:(is Enemy (who at:(to)))) (apply (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))))))) (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
###Description 4x8 board, played only along the perimeter. One to four counters per hole. Any number of players, holes are distributed equally among the players. Sowing occurs in an anti-clockwise direction. Each player owns the holes in which their counters are located at the beginning of their turn, and they must sow from the leftmost hole. When a counter falls into a hole containing counters belonging to the opponent, this hole and the counters in it are captured by the player, but remain in place and in play. When a player has a single counter and empty holes in from of it, this counter leaps to the next hole occupied by the opponent. The player who captures all of the opponent's holes wins. 4 seeds per hole. The board is a 4x8. ###Ludii (game "Quendo" (players 4) (equipment {(mancalaBoard 4 8 store:None {(track "Track" "0,E,N,W,S2" loop:True)}) (piece "Seed" Each) (hand Each)}) (rules (start {(place "Seed1" (sites {0 1 2 3 4}) counts:{4}) (place "Seed2" (sites {5 6 7 15 23}) counts:{4}) (place "Seed3" (sites {31 30 29 28 27}) counts:{4}) (place "Seed4" (sites {26 25 24 16 8}) counts:{4})}) (play (if (!= 1 (count Pieces Mover)) (move Select (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (then (sow sowEffect:(if (and (!= (mover) (what at:(to))) (is Occupied (to))) (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to)))))))) (move (from (trackSite FirstSite from:(trackSite FirstSite if:(not (is Mover (who at:(to))))) if:(is Mover (who at:(to))))) (to (trackSite FirstSite from:(from) if:(is Enemy (who at:(to)))) (apply (and (remove (to) count:(count at:(to))) (add (piece (id "Seed" Mover)) (to (to)) count:(count at:(to))))))))) (end (forEach NonMover if:(no Pieces Player) (result Player Loss)))))
4x7 board. Three counters in each hole in the outer row; before beginning each player rearranges these as they wish, with the following rules: The leftmost hole in the outer row must have the most counters; Each hole must have equal to or less than the number of the counters as the hole on its left; there can be a maximum of two holes with one counter in the inner row. Initial phase: Sowing occurs in an anti-clockwise direction, and when a counter lands in an occupied hole the sowing continues. When the final counter lands in an empty hole, the turn ends. If the empty hole is in the player's inner row, counters in the opponent's inner row opposite are captured, and if there are also counters in the opponent's outer row hole opposite, these are also taken. The initial phase ends for a player when they have one counter in each hole. After this, players can only move single counters into empty holes. The player who captures all of the opponent's counters wins.
(game "Quiela" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "14,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (map "LeftMost" {(pair P1 0) (pair P2 27)}) (hand Each)}) (rules (start (set Count 3 to:(union (sites P1 "Outer") (sites P2 "Outer")))) phases:{(phase "Rearrangement" (play (or (move (from (sites Mover "Home") if:(is Occupied (from))) (to (difference (sites Mover) (from)))) (if (and {(all Sites (difference (sites Mover "Home") (mapEntry "LeftMost" Mover)) if:(> (count at:(mapEntry Mover)) (count at:(site)))) (all Sites (sites Mover "Home") if:(if (= (site) (if (is Mover P1) (ahead (site) W) (ahead (site) E))) True (<= (count at:(site)) (count at:(if (is Mover P1) (ahead (site) W) (ahead (site) E)))))) (>= 2 (count Sites in:(forEach (sites Mover "Inner") if:(= 1 (count at:(site))))))}) (move Pass)))) (nextPhase (all Passed) "InitialPhase")) (phase "InitialPhase" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))))))))) (nextPhase Mover (all Sites (sites Mover "Home") if:(> 2 (count at:(site)))) "MainPhase")) (phase "MainPhase" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(if (< 1 (count at:(from))) True (if (= 1 (count at:(from))) (is Empty (trackSite Move from:(from) "TrackCCW" steps:1))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x7 board. Three counters in each hole in the outer row; before beginning each player rearranges these as they wish, with the following rules: The leftmost hole in the outer row must have the most counters; Each hole must have equal to or less than the number of the counters as the hole on its left; there can be a maximum of two holes with one counter in the inner row. Initial phase: Sowing occurs in an anti-clockwise direction, and when a counter lands in an occupied hole the sowing continues. When the final counter lands in an empty hole, the turn ends. If the empty hole is in the player's inner row, counters in the opponent's inner row opposite are captured, and if there are also counters in the opponent's outer row hole opposite, these are also taken. The initial phase ends for a player when they have one counter in each hole. After this, players can only move single counters into empty holes. The player who captures all of the opponent's counters wins. ###Ludii (game "Quiela" (players 2) (equipment {(mancalaBoard 4 7 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "14,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared) (map "LeftMost" {(pair P1 0) (pair P2 27)}) (hand Each)}) (rules (start (set Count 3 to:(union (sites P1 "Outer") (sites P2 "Outer")))) phases:{(phase "Rearrangement" (play (or (move (from (sites Mover "Home") if:(is Occupied (from))) (to (difference (sites Mover) (from)))) (if (and {(all Sites (difference (sites Mover "Home") (mapEntry "LeftMost" Mover)) if:(> (count at:(mapEntry Mover)) (count at:(site)))) (all Sites (sites Mover "Home") if:(if (= (site) (if (is Mover P1) (ahead (site) W) (ahead (site) E))) True (<= (count at:(site)) (count at:(if (is Mover P1) (ahead (site) W) (ahead (site) E)))))) (>= 2 (count Sites in:(forEach (sites Mover "Inner") if:(= 1 (count at:(site))))))}) (move Pass)))) (nextPhase (all Passed) "InitialPhase")) (phase "InitialPhase" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(is Occupied (from))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))))))))) (nextPhase Mover (all Sites (sites Mover "Home") if:(> 2 (count at:(site)))) "MainPhase")) (phase "MainPhase" (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(if (< 1 (count at:(from))) True (if (= 1 (count at:(from))) (is Empty (trackSite Move from:(from) "TrackCCW" steps:1))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 7) (- (to) 7))) (and (fromTo (from (if (is Mover P1) (+ (to) 7) (- (to) 7))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 7) (- (to) 7)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 7 2)) (- (to) (* 7 2)))))))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x8 board. Two counters in each hole. Sowing proceeds in an anti-clockwise direction. The first move must begin from the second hole from the right in the player's outer row, and proceed as follows, and is played simultaneously by both players: sow the two counters from that first hole, capture the counters in the opponent's two opposite holes and sow them, starting in the rightmost hole in the outer row, capture from the opposite two holes on the opponent's side and sow them again from the same hole. When the final counter falls in an occupied hole, those counters are picked up and sowing continues. The opening move ends when the final counter falls in an empty hole. The main phase then begins. When the final counter falls into an occupied hole in the player's inner row and both of the opposite holes on the opponent's side of the board are occupied, the counters in the opposite holes are captured and sown beginning in the first hole that was sown into to begin the sowing that caused the capture. When the final counter falls into an occupied hole and a capture is not possible, the contents of the hole are picked up and sowing continues. When the final counter lands in an empty hole, the turn ends. Players cannot sow from a hole containing a single counter. The player who captures all of their opponent's counters wins.
(game "Ryakati" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (map "RightMostOuter" {(pair P1 7) (pair P2 24)}) (map "SecondHoleRightOuter" {(pair P1 6) (pair P2 25)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(sites Board))) phases:{(phase "Opening1" (play (move Select (from (mapEntry "SecondHoleRightOuter" Mover)) (then (sow "Track" owner:(mover) apply:(and (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (mapEntry "RightMostOuter" Mover)) count:2) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (mapEntry "RightMostOuter" Mover)) count:2)))))) (nextPhase Mover "Opening2")) (phase "Opening2" (play (move Select (from (mapEntry "RightMostOuter" Mover)) (then (sow count:4 "Track" owner:(mover) apply:(and (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (mapEntry "RightMostOuter" Mover)) count:2) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (mapEntry "RightMostOuter" Mover)) count:2)) origin:True)))) (nextPhase Mover "Opening3")) (phase "Opening3" (play (move Select (from (if (is Prev Mover) (var "Replay") (mapEntry "RightMostOuter" Mover))) (then (sow count:(if (is Prev Mover) (count at:(last To)) 4) "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to)))) origin:(not (is Prev Mover)))))) (nextPhase Mover (not (is Next Mover)) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (if (and {(is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) "Track" owner:(mover))}) (and (moveAgain) (set Var "Replay" (to))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x8 board. Two counters in each hole. Sowing proceeds in an anti-clockwise direction. The first move must begin from the second hole from the right in the player's outer row, and proceed as follows, and is played simultaneously by both players: sow the two counters from that first hole, capture the counters in the opponent's two opposite holes and sow them, starting in the rightmost hole in the outer row, capture from the opposite two holes on the opponent's side and sow them again from the same hole. When the final counter falls in an occupied hole, those counters are picked up and sowing continues. The opening move ends when the final counter falls in an empty hole. The main phase then begins. When the final counter falls into an occupied hole in the player's inner row and both of the opposite holes on the opponent's side of the board are occupied, the counters in the opposite holes are captured and sown beginning in the first hole that was sown into to begin the sowing that caused the capture. When the final counter falls into an occupied hole and a capture is not possible, the contents of the hole are picked up and sowing continues. When the final counter lands in an empty hole, the turn ends. Players cannot sow from a hole containing a single counter. The player who captures all of their opponent's counters wins. ###Ludii (game "Ryakati" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (map "RightMostOuter" {(pair P1 7) (pair P2 24)}) (map "SecondHoleRightOuter" {(pair P1 6) (pair P2 25)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(sites Board))) phases:{(phase "Opening1" (play (move Select (from (mapEntry "SecondHoleRightOuter" Mover)) (then (sow "Track" owner:(mover) apply:(and (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (mapEntry "RightMostOuter" Mover)) count:2) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (mapEntry "RightMostOuter" Mover)) count:2)))))) (nextPhase Mover "Opening2")) (phase "Opening2" (play (move Select (from (mapEntry "RightMostOuter" Mover)) (then (sow count:4 "Track" owner:(mover) apply:(and (fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (mapEntry "RightMostOuter" Mover)) count:2) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (mapEntry "RightMostOuter" Mover)) count:2)) origin:True)))) (nextPhase Mover "Opening3")) (phase "Opening3" (play (move Select (from (if (is Prev Mover) (var "Replay") (mapEntry "RightMostOuter" Mover))) (then (sow count:(if (is Prev Mover) (count at:(last To)) 4) "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (and (moveAgain) (set Var "Replay" (to)))) origin:(not (is Prev Mover)))))) (nextPhase Mover (not (is Next Mover)) "Sowing")) (phase "Sowing" (play (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(> (count at:(from)) 1)) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (if (and {(is In (to) (sites Mover "Inner")) (is Occupied (if (is Mover P1) (+ (to) 8) (- (to) 8))) (is Occupied (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))}) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (last From)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (sow (last From) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) "Track" owner:(mover))}) (and (moveAgain) (set Var "Replay" (to))))))))))} (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x10-12 board (even numbers only). One counter in each hole, except for the third hole from the left of the inner row, which contains two, and the rightmost hole of the inner row, which is empty. Play must begin from the hole containing two counters. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole. These are picked up and sowing continues. When the final counter falls in an empty hole, the contents of the hole in the opponent's inner row opposite this hole are captured; if there are also counters in the opponent's outer row, these are also captured, along with the contents of any other two holes on the opponent's side of the board. Single counters can be moved only when there are no holes with multiple counters and they may only be moved to an empty hole. The player who captures all of the opponent's counters wins. Each player has 10 holes by row.
(game "Spreta" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start {(set Count 1 to:(union {(sites P1 "Outer") (sites P2 "Outer") (difference (sites P1 "Inner") (sites {12 19})) (difference (sites P2 "Inner") (sites {27 20}))})) (set Count 2 to:(sites {12 27}))}) phases:{(phase "Opening" (play (move Select (from (sites Mover) if:(= 2 (count at:(from)))) (then (sow "Track" owner:(mover))))) (nextPhase Mover "Playing")) (phase "Playing" (play (if (or (= 1 (var "ExtraCapture")) (= 2 (var "ExtraCapture"))) (move Remove (difference (sites Next "Home") (sites Empty)) count:(count at:(to)) (then (if (= 1 (var "ExtraCapture")) (and (moveAgain) (set Var "ExtraCapture" 2)) (set Var "ExtraCapture" 0)))) (priority {(move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(if (> (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10))) 0) (remove (if (is Mover P1) (+ (to) 10) (- (to) 10)) count:(count at:(if (is Mover P1) (+ (to) 10) (- (to) 10))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))) count:(count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))))) (set Var "ExtraCapture" 1) (moveAgain)})))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(and (= 1 (count at:(from))) (= 0 (count at:(trackSite Move from:(from) steps:1))))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(if (> (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10))) 0) (remove (if (is Mover P1) (+ (to) 10) (- (to) 10)) count:(count at:(if (is Mover P1) (+ (to) 10) (- (to) 10))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))) count:(count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))))) (set Var "ExtraCapture" 1) (moveAgain)}))))))}))))} (end (if (all Sites (sites Next "Home") if:(= 0 (count at:(site)))) (result Mover Win)))))
###Description 4x10-12 board (even numbers only). One counter in each hole, except for the third hole from the left of the inner row, which contains two, and the rightmost hole of the inner row, which is empty. Play must begin from the hole containing two counters. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole. These are picked up and sowing continues. When the final counter falls in an empty hole, the contents of the hole in the opponent's inner row opposite this hole are captured; if there are also counters in the opponent's outer row, these are also captured, along with the contents of any other two holes on the opponent's side of the board. Single counters can be moved only when there are no holes with multiple counters and they may only be moved to an empty hole. The player who captures all of the opponent's counters wins. Each player has 10 holes by row. ###Ludii (game "Spreta" (players 2) (equipment {(mancalaBoard 4 10 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "20,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (piece "Seed" Shared)}) (rules (start {(set Count 1 to:(union {(sites P1 "Outer") (sites P2 "Outer") (difference (sites P1 "Inner") (sites {12 19})) (difference (sites P2 "Inner") (sites {27 20}))})) (set Count 2 to:(sites {12 27}))}) phases:{(phase "Opening" (play (move Select (from (sites Mover) if:(= 2 (count at:(from)))) (then (sow "Track" owner:(mover))))) (nextPhase Mover "Playing")) (phase "Playing" (play (if (or (= 1 (var "ExtraCapture")) (= 2 (var "ExtraCapture"))) (move Remove (difference (sites Next "Home") (sites Empty)) count:(count at:(to)) (then (if (= 1 (var "ExtraCapture")) (and (moveAgain) (set Var "ExtraCapture" 2)) (set Var "ExtraCapture" 0)))) (priority {(move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 1 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(if (> (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10))) 0) (remove (if (is Mover P1) (+ (to) 10) (- (to) 10)) count:(count at:(if (is Mover P1) (+ (to) 10) (- (to) 10))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))) count:(count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))))) (set Var "ExtraCapture" 1) (moveAgain)})))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(and (= 1 (count at:(from))) (= 0 (count at:(trackSite Move from:(from) steps:1))))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(if (> (count at:(if (is Mover P1) (+ (to) 10) (- (to) 10))) 0) (remove (if (is Mover P1) (+ (to) 10) (- (to) 10)) count:(count at:(if (is Mover P1) (+ (to) 10) (- (to) 10))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2))) count:(count at:(if (is Mover P1) (+ (to) (* 10 2)) (- (to) (* 10 2)))))) (set Var "ExtraCapture" 1) (moveAgain)}))))))}))))} (end (if (all Sites (sites Next "Home") if:(= 0 (count at:(site)))) (result Mover Win)))))
4x8=20 holes, with an even number per row. One counter in each hole, except the right-hand end row of the inner row. Sowing occurs in an anti-clockwise direction, only into an empty hole. When a counter lands in a hole in the inner row and the opponent's opposite inner row hole is empty, the contents of the opponent's opposite outer row hole are captured. The player who captures all of the opponent's pieces wins.
(game "Sute" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 1 to:(difference (union (sites P1 "Home") (sites P2 "Home")) (union (intersection (sites Right) (sites Row 1)) (intersection (sites Left) (sites Row 2)))))) (play (move Select (from (sites Mover "Home") if:(and (> (count at:(from)) 0) (= 0 (count at:(trackSite Move from:(from) steps:1))))) (then (sow "Track" owner:(mover) apply:(if (and (= (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (is In (to) (sites Mover "Inner"))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x8=20 holes, with an even number per row. One counter in each hole, except the right-hand end row of the inner row. Sowing occurs in an anti-clockwise direction, only into an empty hole. When a counter lands in a hole in the inner row and the opponent's opposite inner row hole is empty, the contents of the opponent's opposite outer row hole are captured. The player who captures all of the opponent's pieces wins. ###Ludii (game "Sute" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 1 to:(difference (union (sites P1 "Home") (sites P2 "Home")) (union (intersection (sites Right) (sites Row 1)) (intersection (sites Left) (sites Row 2)))))) (play (move Select (from (sites Mover "Home") if:(and (> (count at:(from)) 0) (= 0 (count at:(trackSite Move from:(from) steps:1))))) (then (sow "Track" owner:(mover) apply:(if (and (= (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (is In (to) (sites Mover "Inner"))) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x8 board. May have one or two stores per player. Stores are located to the right hand side of the player's two rows, centered with respect to the player's two rows. If each player has two stores, the second store is located between the fourth and fifth holes of the player's rows; i.e., in the center of the board. One counter in each hole except the stores. Opening play: Player sows from any one of their holes, thus making a pair. They then take the counter in the next hole and sow it, making another pair. This continues until the last pair is made. When the last pair is made, the player sows this pair normally. Main phase: Sowing occurs in an anti-clockwise direction. When the final counter falls into an occupied hole, these are picked up and sowing continues. The turn ends when the final counter falls into an empty hole. When this empty hole is in the inner row, the counters in the opponent's hole opposite are captured. If the opponent's inner row hole are occupied, then any contents in the outer row opposite are also captured. Several rules apply to the stores: They are not used during the opening play; They may only hold one counter at a time; The counter in the store cannot be captured; It is the player's choice whether to include the store in sowing; they are considered to be in the player's inner row of holes for the purposes of sowing. The game is played on a 4x8 board.
(game "Tchela" (players 2) (equipment {(board (merge {(square 4) (shift 5 0 (square 4)) (shift 4 0.5 (square 1)) (shift 4 2.5 (square 1)) (shift -1 2.5 (square 1)) (shift 9 0.5 (square 1))}) {(track "TrackCCW1" {0 1 2 3 16 17 18 19 23 22 21 20 7 6 5 4} loop:True P1) (track "TrackCCW2" {8 9 10 11 24 25 26 27 31 30 29 28 15 14 13 12} loop:True P2) (track "TrackExtendedCCW1" {0 1 2 3 16 17 18 19 23 22 21 20 32 7 6 5 4} loop:True P1) (track "TrackExtendedCCW2" {8 9 10 11 33 24 25 26 27 31 30 29 28 15 14 13 12} loop:True P2)} use:Vertex) (piece "Seed" Shared) (regions "HomeNotExtented" P1 (sites Track "TrackCCW1")) (regions "HomeNotExtented" P2 (sites Track "TrackCCW2")) (regions "Home" P1 (sites Track "TrackExtendedCCW1")) (regions "Home" P2 (sites Track "TrackExtendedCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (map {(pair P1 34) (pair P2 35)}) (map "ExtraStore" {(pair P1 32) (pair P2 33)})}) (rules (start (set Count 1 to:(difference (sites Board) (sites {32 33 34 35})))) phases:{(phase "Opening" (play (move Select (from (if (< (value Player Mover) 0) (sites Mover "HomeNotExtented") (sites {(trackSite Move from:(value Player Mover) "TrackCCW" steps:2)}))) (then (and (sow "TrackCCW" owner:(mover)) (set Value Mover (last To)))))) (nextPhase Mover (= 0 (count at:(trackSite Move from:(value Player Mover) "TrackCCW" steps:2))) "OpeningPair")) (phase "OpeningPair" (play (move Select (from (sites {(trackSite Move from:(value Player Mover) "TrackCCW" steps:1)})) (then (sow "TrackCCW" owner:(mover))))) (nextPhase Mover "Playing")) (phase "Playing" (play (or (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "HomeNotExtented")) if:(< 0 (count at:(from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (> (count at:(to)) 1) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0)) (and (fromTo (from (if (is Mover P1) (+ (to) 4) (- (to) 4))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 4) (- (to) 4)))) (if (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))))))))))) (do (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(< 0 (count at:(from)))) (then (sow "TrackExtendedCCW" owner:(mover) apply:(if (!= (to) (mapEntry "ExtraStore" Mover)) (if (> (count at:(to)) 1) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0)) (and (fromTo (from (if (is Mover P1) (+ (to) 4) (- (to) 4))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 4) (- (to) 4)))) (if (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2))))))))))))) ifAfterwards:(<= (count at:(mapEntry "ExtraStore" Mover)) 1)))))} (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2 "Home"))))})))))
###Description 4x8 board. May have one or two stores per player. Stores are located to the right hand side of the player's two rows, centered with respect to the player's two rows. If each player has two stores, the second store is located between the fourth and fifth holes of the player's rows; i.e., in the center of the board. One counter in each hole except the stores. Opening play: Player sows from any one of their holes, thus making a pair. They then take the counter in the next hole and sow it, making another pair. This continues until the last pair is made. When the last pair is made, the player sows this pair normally. Main phase: Sowing occurs in an anti-clockwise direction. When the final counter falls into an occupied hole, these are picked up and sowing continues. The turn ends when the final counter falls into an empty hole. When this empty hole is in the inner row, the counters in the opponent's hole opposite are captured. If the opponent's inner row hole are occupied, then any contents in the outer row opposite are also captured. Several rules apply to the stores: They are not used during the opening play; They may only hold one counter at a time; The counter in the store cannot be captured; It is the player's choice whether to include the store in sowing; they are considered to be in the player's inner row of holes for the purposes of sowing. The game is played on a 4x8 board. ###Ludii (game "Tchela" (players 2) (equipment {(board (merge {(square 4) (shift 5 0 (square 4)) (shift 4 0.5 (square 1)) (shift 4 2.5 (square 1)) (shift -1 2.5 (square 1)) (shift 9 0.5 (square 1))}) {(track "TrackCCW1" {0 1 2 3 16 17 18 19 23 22 21 20 7 6 5 4} loop:True P1) (track "TrackCCW2" {8 9 10 11 24 25 26 27 31 30 29 28 15 14 13 12} loop:True P2) (track "TrackExtendedCCW1" {0 1 2 3 16 17 18 19 23 22 21 20 32 7 6 5 4} loop:True P1) (track "TrackExtendedCCW2" {8 9 10 11 33 24 25 26 27 31 30 29 28 15 14 13 12} loop:True P2)} use:Vertex) (piece "Seed" Shared) (regions "HomeNotExtented" P1 (sites Track "TrackCCW1")) (regions "HomeNotExtented" P2 (sites Track "TrackCCW2")) (regions "Home" P1 (sites Track "TrackExtendedCCW1")) (regions "Home" P2 (sites Track "TrackExtendedCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (map {(pair P1 34) (pair P2 35)}) (map "ExtraStore" {(pair P1 32) (pair P2 33)})}) (rules (start (set Count 1 to:(difference (sites Board) (sites {32 33 34 35})))) phases:{(phase "Opening" (play (move Select (from (if (< (value Player Mover) 0) (sites Mover "HomeNotExtented") (sites {(trackSite Move from:(value Player Mover) "TrackCCW" steps:2)}))) (then (and (sow "TrackCCW" owner:(mover)) (set Value Mover (last To)))))) (nextPhase Mover (= 0 (count at:(trackSite Move from:(value Player Mover) "TrackCCW" steps:2))) "OpeningPair")) (phase "OpeningPair" (play (move Select (from (sites {(trackSite Move from:(value Player Mover) "TrackCCW" steps:1)})) (then (sow "TrackCCW" owner:(mover))))) (nextPhase Mover "Playing")) (phase "Playing" (play (or (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "HomeNotExtented")) if:(< 0 (count at:(from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (> (count at:(to)) 1) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0)) (and (fromTo (from (if (is Mover P1) (+ (to) 4) (- (to) 4))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 4) (- (to) 4)))) (if (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))))))))))) (do (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(< 0 (count at:(from)))) (then (sow "TrackExtendedCCW" owner:(mover) apply:(if (!= (to) (mapEntry "ExtraStore" Mover)) (if (> (count at:(to)) 1) (moveAgain) (if (and (is In (to) (sites Mover "Inner")) (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0)) (and (fromTo (from (if (is Mover P1) (+ (to) 4) (- (to) 4))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) 4) (- (to) 4)))) (if (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))) (to (mapEntry Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2))))))))))))) ifAfterwards:(<= (count at:(mapEntry "ExtraStore" Mover)) 1)))))} (end (if (no Moves Mover) (byScore {(score P1 (+ (count at:(mapEntry P1)) (count in:(sites P1 "Home")))) (score P2 (+ (count at:(mapEntry P2)) (count in:(sites P2 "Home"))))})))))
4x4, 8, 10, 16, or 22 board. Two counters in each hole. Sowing occurs in an anti-clockwise direction. When the final counter of a sowing lands in an occupied hole, the contents are picked up and sowing continues. When the final counter lands in an empty hole in the player's inner row, the contents of the opponent's hole in the inner row opposite it are captured, and if there are counters also in the corresponding outer row hole, these are also captured. The player may also capture from another hole from the opponent's side of the board of their choosing. The turn ends. If the final counter lands in an empty hole in the player's outer row, the turn ends. Play continues until one player captures all of the opponent's counters, thus winning. Each player has 4 holes on each row.
(game "Tshuba" (players 2) (equipment {(mancalaBoard 4 4 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "8,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (if (= 1 (var "ExtraCapture")) (move Remove (difference (sites Next "Home") (sites Empty)) count:(count at:(to)) (then (set Var "ExtraCapture" 0))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(if (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0) (remove (if (is Mover P1) (+ (to) 4) (- (to) 4)) count:(count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2))) count:(count at:(if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))))) (set Var "ExtraCapture" 1) (moveAgain)})))))))) (end (if (all Sites (sites Next "Home") if:(= 0 (count at:(site)))) (result Mover Win)))))
###Description 4x4, 8, 10, 16, or 22 board. Two counters in each hole. Sowing occurs in an anti-clockwise direction. When the final counter of a sowing lands in an occupied hole, the contents are picked up and sowing continues. When the final counter lands in an empty hole in the player's inner row, the contents of the opponent's hole in the inner row opposite it are captured, and if there are counters also in the corresponding outer row hole, these are also captured. The player may also capture from another hole from the opponent's side of the board of their choosing. The turn ends. If the final counter lands in an empty hole in the player's outer row, the turn ends. Play continues until one player captures all of the opponent's counters, thus winning. Each player has 4 holes on each row. ###Ludii (game "Tshuba" (players 2) (equipment {(mancalaBoard 4 4 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "8,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 2 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (if (= 1 (var "ExtraCapture")) (move Remove (difference (sites Next "Home") (sites Empty)) count:(count at:(to)) (then (set Var "ExtraCapture" 0))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (sow "Track" owner:(mover) apply:(if (< 1 (count at:(to))) (moveAgain) (if (is In (to) (sites Mover "Inner")) (and {(if (> (count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))) 0) (remove (if (is Mover P1) (+ (to) 4) (- (to) 4)) count:(count at:(if (is Mover P1) (+ (to) 4) (- (to) 4))))) (if (> (count at:(if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2))) count:(count at:(if (is Mover P1) (+ (to) (* 4 2)) (- (to) (* 4 2)))))) (set Var "ExtraCapture" 1) (moveAgain)})))))))) (end (if (all Sites (sites Next "Home") if:(= 0 (count at:(site)))) (result Mover Win)))))
4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Before the game starts, players choose to make additional captures from one, two, or three holes. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. The player then captures again, from the agreed-upon number of extra holes, chosen from any of the opponent's holes. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. 3 extra captures. 8 Holes per row.
(game "Tsoro (Additional Capture)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) (play (if (< 0 (var)) (move Remove (forEach (sites Next) if:(< 0 (count at:(site)))) (then (and (if (< 1 (var)) (moveAgain)) (set Var (- (var) 1))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and {(remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (moveAgain) (set Var 3)}))) (moveAgain))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Before the game starts, players choose to make additional captures from one, two, or three holes. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. The player then captures again, from the agreed-upon number of extra holes, chosen from any of the opponent's holes. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. 3 extra captures. 8 Holes per row. ###Ludii (game "Tsoro (Additional Capture)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) (play (if (< 0 (var)) (move Remove (forEach (sites Next) if:(< 0 (count at:(site)))) (then (and (if (< 1 (var)) (moveAgain)) (set Var (- (var) 1))))) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and {(remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2))))) (moveAgain) (set Var 3)}))) (moveAgain))))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x13-19 board. Two counters in every hole, except the leftmost in both of a player's rows, which are empty, and the second from the left in the inner row, which has one. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. Captures are made when the final counters lands in an empty hole in the inner row, capturing the contents of the opponent's opposite inner row hole, as well as the contents of the outer row hole only if there was a capture from the inner row hole. Captures from extra holes are also made, which are graduated based on the number of captures the player has made. On their first turn, players sow from the third hole from the left in the front row. This triggers a capture of the counters in the opposite holes in the opponent's inner and outer rows, plus the contents of any other five holes on the opponent's side of the board. In subsequent turns, sowing must occur from a hole which follows an empty hole according to the circuit of the holes. On their second capture, the player captures three extra holes. All other subsequent captures capture from two extra holes. Sowing a single counter cannot result in a capture. The player who captures all of their opponent's counters wins. Each row has 13 holes.
(game "Tsoro (Baia)" (players 2) (equipment {(mancalaBoard 4 13 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "26,E,N1,W" loop:True P2) (track "TrackCW1" "12,W,N1,E" loop:True P1) (track "TrackCW2" "39,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (regions "FirstMove" P1 (difference (expand (intersection (difference (sites Track "TrackCCW1") (sites Bottom)) (sites Left)) steps:2 E) (expand (intersection (difference (sites Track "TrackCCW1") (sites Bottom)) (sites Left)) E))) (regions "FirstMove" P2 (difference (expand (intersection (difference (sites Track "TrackCCW2") (sites Top)) (sites Right)) steps:2 W) (expand (intersection (difference (sites Track "TrackCCW2") (sites Top)) (sites Right)) W))) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 2 to:(difference (sites P1 "Outer") (sites Left))) (set Count 2 to:(difference (sites P2 "Outer") (sites Right))) (set Count 2 to:(difference (sites P1 "Inner") (expand (sites Left)))) (set Count 2 to:(difference (sites P2 "Inner") (expand (sites Right)))) (set Count 1 to:(difference (sites P1 "Inner") (union (sites Left) (difference (sites P1 "Inner") (expand (sites Left)))))) (set Count 1 to:(difference (sites P2 "Inner") (union (sites Right) (difference (sites P2 "Inner") (expand (sites Right))))))}) phases:{(phase "FirstTurn" (play (if (>= 0 (var "FreeCapture")) (move Select (from (sites Mover "FirstMove")) (then (sow "TrackCCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 13) (- (to) 13))) (and {(fromTo (from (if (is Mover P1) (+ (to) 13) (- (to) 13))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 13) (- (to) 13)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))))) (set Value Mover (+ 1 (value Player Mover))) (set Var "FreeCapture" 5) (moveAgain)})))))) (move (from (sites Next "Home") if:(and (is Occupied (from)) (not (is In (from) (sites Next "FirstMove"))))) (to (handSite Mover)) count:(count at:(from)) (then (and (set Var "FreeCapture" (- (var "FreeCapture") 1)) (if (< 1 (var "FreeCapture")) (moveAgain))))))) (nextPhase Mover (not (is Next Mover)) "Main")) (phase "Main" (play (if (>= 0 (var "FreeCapture")) (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(and (< 1 (count at:(from))) (if (is Prev Mover) True (is Empty (trackSite Move from:(from) "TrackCW" steps:1))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to))}) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 13) (- (to) 13))) (and {(fromTo (from (if (is Mover P1) (+ (to) 13) (- (to) 13))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 13) (- (to) 13)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))))) (set Value Mover (+ 1 (value Player Mover))) (if (= 0 (value Player Mover)) (set Var "FreeCapture" 3) (set Var "FreeCapture" 2)) (moveAgain)}))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(and (= 1 (count at:(from))) (if (is Prev Mover) True (is Empty (trackSite Move from:(from) "TrackCW" steps:1))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to))})))))) (move (from (sites Next "Home") if:(and (is Occupied (from)) (not (is In (from) (sites Next "FirstMove"))))) (to (handSite Mover)) count:(count at:(from)) (then (and (set Var "FreeCapture" (- (var "FreeCapture") 1)) (if (< 1 (var "FreeCapture")) (moveAgain))))))))} (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x13-19 board. Two counters in every hole, except the leftmost in both of a player's rows, which are empty, and the second from the left in the inner row, which has one. Sowing occurs in an anti-clockwise direction. When the final counter lands in an occupied hole, these counters are picked up and sowing continues. Captures are made when the final counters lands in an empty hole in the inner row, capturing the contents of the opponent's opposite inner row hole, as well as the contents of the outer row hole only if there was a capture from the inner row hole. Captures from extra holes are also made, which are graduated based on the number of captures the player has made. On their first turn, players sow from the third hole from the left in the front row. This triggers a capture of the counters in the opposite holes in the opponent's inner and outer rows, plus the contents of any other five holes on the opponent's side of the board. In subsequent turns, sowing must occur from a hole which follows an empty hole according to the circuit of the holes. On their second capture, the player captures three extra holes. All other subsequent captures capture from two extra holes. Sowing a single counter cannot result in a capture. The player who captures all of their opponent's counters wins. Each row has 13 holes. ###Ludii (game "Tsoro (Baia)" (players 2) (equipment {(mancalaBoard 4 13 store:None {(track "TrackCCW1" "0,E,N1,W" loop:True P1) (track "TrackCCW2" "26,E,N1,W" loop:True P2) (track "TrackCW1" "12,W,N1,E" loop:True P1) (track "TrackCW2" "39,E,S1,W" loop:True P2)}) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (difference (sites Track "TrackCCW1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "TrackCCW2") (sites Top))) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top)) (regions "FirstMove" P1 (difference (expand (intersection (difference (sites Track "TrackCCW1") (sites Bottom)) (sites Left)) steps:2 E) (expand (intersection (difference (sites Track "TrackCCW1") (sites Bottom)) (sites Left)) E))) (regions "FirstMove" P2 (difference (expand (intersection (difference (sites Track "TrackCCW2") (sites Top)) (sites Right)) steps:2 W) (expand (intersection (difference (sites Track "TrackCCW2") (sites Top)) (sites Right)) W))) (piece "Seed" Shared) (hand Each)}) (rules (start {(set Count 2 to:(difference (sites P1 "Outer") (sites Left))) (set Count 2 to:(difference (sites P2 "Outer") (sites Right))) (set Count 2 to:(difference (sites P1 "Inner") (expand (sites Left)))) (set Count 2 to:(difference (sites P2 "Inner") (expand (sites Right)))) (set Count 1 to:(difference (sites P1 "Inner") (union (sites Left) (difference (sites P1 "Inner") (expand (sites Left)))))) (set Count 1 to:(difference (sites P2 "Inner") (union (sites Right) (difference (sites P2 "Inner") (expand (sites Right))))))}) phases:{(phase "FirstTurn" (play (if (>= 0 (var "FreeCapture")) (move Select (from (sites Mover "FirstMove")) (then (sow "TrackCCW" owner:(mover) apply:(if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 13) (- (to) 13))) (and {(fromTo (from (if (is Mover P1) (+ (to) 13) (- (to) 13))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 13) (- (to) 13)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))))) (set Value Mover (+ 1 (value Player Mover))) (set Var "FreeCapture" 5) (moveAgain)})))))) (move (from (sites Next "Home") if:(and (is Occupied (from)) (not (is In (from) (sites Next "FirstMove"))))) (to (handSite Mover)) count:(count at:(from)) (then (and (set Var "FreeCapture" (- (var "FreeCapture") 1)) (if (< 1 (var "FreeCapture")) (moveAgain))))))) (nextPhase Mover (not (is Next Mover)) "Main")) (phase "Main" (play (if (>= 0 (var "FreeCapture")) (or (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(and (< 1 (count at:(from))) (if (is Prev Mover) True (is Empty (trackSite Move from:(from) "TrackCW" steps:1))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to))}) (if (is In (to) (sites Mover "Inner")) (if (is Occupied (if (is Mover P1) (+ (to) 13) (- (to) 13))) (and {(fromTo (from (if (is Mover P1) (+ (to) 13) (- (to) 13))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 13) (- (to) 13)))) (if (is Occupied (if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))) (fromTo (from (if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 13 2)) (- (to) (* 13 2)))))) (set Value Mover (+ 1 (value Player Mover))) (if (= 0 (value Player Mover)) (set Var "FreeCapture" 3) (set Var "FreeCapture" 2)) (moveAgain)}))))))) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover "Home")) if:(and (= 1 (count at:(from))) (if (is Prev Mover) True (is Empty (trackSite Move from:(from) "TrackCW" steps:1))))) (then (sow "TrackCCW" owner:(mover) apply:(if (< 1 (count at:(to))) (and {(moveAgain) (set Var "Replay" (to))})))))) (move (from (sites Next "Home") if:(and (is Occupied (from)) (not (is In (from) (sites Next "FirstMove"))))) (to (handSite Mover)) count:(count at:(from)) (then (and (set Var "FreeCapture" (- (var "FreeCapture") 1)) (if (< 1 (var "FreeCapture")) (moveAgain))))))))} (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. Captured counters are then sown on the player's own side of the board, starting with the hole following the one from which the capture was triggered. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. 8 Holes per row.
(game "Tsoro (Reentered Captures)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) "Track" owner:(mover))}))) (moveAgain)))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. Captured counters are then sown on the player's own side of the board, starting with the hole following the one from which the capture was triggered. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. 8 Holes per row. ###Ludii (game "Tsoro (Reentered Captures)" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) 8) (- (to) 8))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (fromTo (from (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))) (sow (to) count:(+ (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8)))) "Track" owner:(mover))}))) (moveAgain)))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. 8 Holes per row.
(game "Tsoro" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (moveAgain)))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 4x6-21 board; 8 is most common, 12, 15, and 18 are also popular. Two counters in each hole in the players' outer rows. Sowing occurs in an anti-clockwise direction, only in the two rows belonging to the player. When the final counter lands in an occupied hole, these are picked up and sowing continues. When the final counter lands in an empty hole in the inner row, any counters in the opposite hole in the opponent's inner row are captured. If there also are counters in the opposite hole in the opponent's outer row, these are also captured, but only if there was first a capture from the inner row hole. Players cannot sow from a hole with a single counter unless there are no holes with multiple counters. Single counters can only be sown into an empty hole. Play continues until one player has captured all of the opponent's counters, thus winning the game. 8 Holes per row. ###Ludii (game "Tsoro" (players 2) (equipment {(mancalaBoard 4 8 store:None {(track "Track1" "0,E,N1,W" loop:True P1) (track "Track2" "16,E,N1,W" loop:True P2)}) (regions "Home" P1 (sites Track "Track1")) (regions "Home" P2 (sites Track "Track2")) (regions "Inner" P1 (difference (sites Track "Track1") (sites Bottom))) (regions "Inner" P2 (difference (sites Track "Track2") (sites Top))) (piece "Seed" Shared)}) (rules (start (set Count 2 to:(union (sites Top) (sites Bottom)))) (play (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover "Home")) if:(if (not (all Sites (forEach (sites Mover) if:(< 1 (count at:(site)))) if:(= 0 (count at:(site))))) (> (count at:(from)) 1) (and (= (count at:(from)) 1) (= 0 (count at:(trackSite Move from:(from) Mover steps:1)))))) (then (sow "Track" owner:(mover) apply:(if (= (count at:(to)) 1) (if (is In (to) (sites Mover "Inner")) (if (> (count at:(if (is Mover P1) (+ (to) 8) (- (to) 8))) 0) (and (remove (if (is Mover P1) (+ (to) 8) (- (to) 8))) (if (> (count at:(if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))) 0) (remove (if (is Mover P1) (+ (to) (* 8 2)) (- (to) (* 8 2)))))))) (moveAgain)))))) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
6x3 or 6 board. Two counters in each hole. Sowing occurs from one of the holes in the player's outermost row which contains counters, in either direction. Sowing moves in a boustrophedon path along the holes, moving from the last hole in the innermost row to the beginning of the outer row. When the final counter lands in an occupied hole, the contents of this hole are picked up and sowing continues. If this hole is in the player's inner row, the contents of the opponent's hole opposite it are captured, and these counters are also used along with the hole in which the last counter fell for the sowing to continue. If the opponent's inner row hole is empty, counters may be captured from their central row, and if both the inner and central rows are empty, captures may be made from the outer hole. Sowing ends when the final counter lands in an empty hole. When a player has only one counter on their side of the board, it may capture by moving from the central row directly to the inner row hole above it to make a capture (i.e., without following the normal track), and on the move prior to the capture, from the outer to the central row. Play continues until one player has captured all of the counters. 6 Holes per row.
(game "Katro" (players 2) (equipment {(mancalaBoard 6 6 store:None {(track "TrackCCW1" "0,E,N1,W,N1,E" loop:True P1) (track "TrackCW1" "5,W,N1,E,N1,W" loop:True P1) (track "TrackCW2" "18,E,N1,W,N1,E" loop:True P2) (track "TrackCCW2" "23,W,N1,E,N1,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (sites Row 2)) (regions "Inner" P2 (sites Row 3)) (regions "Middle" P1 (sites Row 1)) (regions "Middle" P2 (sites Row 4)) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top))}) (rules (start (set Count 2 to:(sites Board))) (play (or {(if (or (= (value Player Mover) 1) (<= (value Player Mover) 0)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (!= 0 (count in:(sites Mover "Outer"))) (sites Mover "Outer") (if (!= 0 (count in:(sites Mover "Middle"))) (sites Mover "Middle") (sites Mover "Inner")))) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" owner:(mover) apply:(if (> (count at:(to)) 1) (and {(if (<= (value Player Mover) 0) (set Value Mover 1)) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3))))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3)))))))))}) (set Value Mover 0)))))) (if (or (= (value Player Mover) 2) (<= (value Player Mover) 0)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (!= 0 (count in:(sites Mover "Outer"))) (sites Mover "Outer") (if (!= 0 (count in:(sites Mover "Middle"))) (sites Mover "Middle") (sites Mover "Inner")))) if:(> (count at:(from)) 0)) (then (sow "TrackCW" owner:(mover) apply:(if (> (count at:(to)) 1) (and {(if (<= (value Player Mover) 0) (set Value Mover 2)) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3))))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3)))))))))}) (set Value Mover 0)))))) (if (and (= (count in:(sites Mover "Home")) 1) (= (count in:(sites Mover "Outer")) 1)) (move (from (sites Mover "Outer") if:(> (count at:(from)) 0)) (to (if (is Mover P1) (ahead (from) N) (ahead (from) S))))) (if (and (= (count in:(sites Mover "Home")) 1) (= (count in:(sites Mover "Middle")) 1)) (move (from (sites Mover "Middle") if:(and (> (count at:(from)) 0) (< 1 (count in:(sites Column (column of:(from))))))) (to (if (is Mover P1) (ahead (from) N) (ahead (from) S))) (then (and (if (!= 0 (count at:(if (is Mover P1) (+ (last To) 6) (- (last To) 6)))) (fromTo (from (if (is Mover P1) (+ (last To) 6) (- (last To) 6))) (to (last To)) count:(count at:(if (is Mover P1) (+ (last To) 6) (- (last To) 6)))) (if (!= 0 (count at:(if (is Mover P1) (+ (last To) (* 6 2)) (- (last To) (* 6 2))))) (fromTo (from (if (is Mover P1) (+ (last To) (* 6 2)) (- (last To) (* 6 2)))) (to (last To)) count:(count at:(if (is Mover P1) (+ (last To) (* 6 2)) (- (last To) (* 6 2))))) (if (!= 0 (count at:(if (is Mover P1) (+ (last To) (* 6 3)) (- (last To) (* 6 3))))) (fromTo (from (if (is Mover P1) (+ (last To) (* 6 3)) (- (last To) (* 6 3)))) (to (last To)) count:(count at:(if (is Mover P1) (+ (last To) (* 6 3)) (- (last To) (* 6 3)))))))) (moveAgain)))))})) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description 6x3 or 6 board. Two counters in each hole. Sowing occurs from one of the holes in the player's outermost row which contains counters, in either direction. Sowing moves in a boustrophedon path along the holes, moving from the last hole in the innermost row to the beginning of the outer row. When the final counter lands in an occupied hole, the contents of this hole are picked up and sowing continues. If this hole is in the player's inner row, the contents of the opponent's hole opposite it are captured, and these counters are also used along with the hole in which the last counter fell for the sowing to continue. If the opponent's inner row hole is empty, counters may be captured from their central row, and if both the inner and central rows are empty, captures may be made from the outer hole. Sowing ends when the final counter lands in an empty hole. When a player has only one counter on their side of the board, it may capture by moving from the central row directly to the inner row hole above it to make a capture (i.e., without following the normal track), and on the move prior to the capture, from the outer to the central row. Play continues until one player has captured all of the counters. 6 Holes per row. ###Ludii (game "Katro" (players 2) (equipment {(mancalaBoard 6 6 store:None {(track "TrackCCW1" "0,E,N1,W,N1,E" loop:True P1) (track "TrackCW1" "5,W,N1,E,N1,W" loop:True P1) (track "TrackCW2" "18,E,N1,W,N1,E" loop:True P2) (track "TrackCCW2" "23,W,N1,E,N1,W" loop:True P2)}) (piece "Seed" Shared) (regions "Home" P1 (sites Track "TrackCCW1")) (regions "Home" P2 (sites Track "TrackCCW2")) (regions "Inner" P1 (sites Row 2)) (regions "Inner" P2 (sites Row 3)) (regions "Middle" P1 (sites Row 1)) (regions "Middle" P2 (sites Row 4)) (regions "Outer" P1 (sites Bottom)) (regions "Outer" P2 (sites Top))}) (rules (start (set Count 2 to:(sites Board))) (play (or {(if (or (= (value Player Mover) 1) (<= (value Player Mover) 0)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (!= 0 (count in:(sites Mover "Outer"))) (sites Mover "Outer") (if (!= 0 (count in:(sites Mover "Middle"))) (sites Mover "Middle") (sites Mover "Inner")))) if:(> (count at:(from)) 0)) (then (sow "TrackCCW" owner:(mover) apply:(if (> (count at:(to)) 1) (and {(if (<= (value Player Mover) 0) (set Value Mover 1)) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3))))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3)))))))))}) (set Value Mover 0)))))) (if (or (= (value Player Mover) 2) (<= (value Player Mover) 0)) (move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (if (!= 0 (count in:(sites Mover "Outer"))) (sites Mover "Outer") (if (!= 0 (count in:(sites Mover "Middle"))) (sites Mover "Middle") (sites Mover "Inner")))) if:(> (count at:(from)) 0)) (then (sow "TrackCW" owner:(mover) apply:(if (> (count at:(to)) 1) (and {(if (<= (value Player Mover) 0) (set Value Mover 2)) (moveAgain) (if (is In (to) (sites Mover "Inner")) (if (!= 0 (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (if (!= 0 (count at:(if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3))))) (fromTo (from (if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3)))) (to (to)) count:(count at:(if (is Mover P1) (+ (to) (* 6 3)) (- (to) (* 6 3)))))))))}) (set Value Mover 0)))))) (if (and (= (count in:(sites Mover "Home")) 1) (= (count in:(sites Mover "Outer")) 1)) (move (from (sites Mover "Outer") if:(> (count at:(from)) 0)) (to (if (is Mover P1) (ahead (from) N) (ahead (from) S))))) (if (and (= (count in:(sites Mover "Home")) 1) (= (count in:(sites Mover "Middle")) 1)) (move (from (sites Mover "Middle") if:(and (> (count at:(from)) 0) (< 1 (count in:(sites Column (column of:(from))))))) (to (if (is Mover P1) (ahead (from) N) (ahead (from) S))) (then (and (if (!= 0 (count at:(if (is Mover P1) (+ (last To) 6) (- (last To) 6)))) (fromTo (from (if (is Mover P1) (+ (last To) 6) (- (last To) 6))) (to (last To)) count:(count at:(if (is Mover P1) (+ (last To) 6) (- (last To) 6)))) (if (!= 0 (count at:(if (is Mover P1) (+ (last To) (* 6 2)) (- (last To) (* 6 2))))) (fromTo (from (if (is Mover P1) (+ (last To) (* 6 2)) (- (last To) (* 6 2)))) (to (last To)) count:(count at:(if (is Mover P1) (+ (last To) (* 6 2)) (- (last To) (* 6 2))))) (if (!= 0 (count at:(if (is Mover P1) (+ (last To) (* 6 3)) (- (last To) (* 6 3))))) (fromTo (from (if (is Mover P1) (+ (last To) (* 6 3)) (- (last To) (* 6 3)))) (to (last To)) count:(count at:(if (is Mover P1) (+ (last To) (* 6 3)) (- (last To) (* 6 3)))))))) (moveAgain)))))})) (end (forEach NonMover if:(all Sites (sites Player "Home") if:(= 0 (count at:(site)))) (result Player Loss)))))
Two rows of twelve holes in the central part of the board, one hole on either end of this, two rows of two outside of these single holes on both sides of the board, and one final hole on either end of the board. Three counters in each hole. Sowing occurs only in the player's row; players use the inner single hole to their left; the outer single hole to the right. Sowing can occur in either direction. Captures are made when a counter falls into an empty hole. The counters in the opponent's opposite hole are captured. When the final counter of a sowing ends in a player's empty inner single holes, the counters in the opponent's inner single hole are captured. If it lands in a player's empty outer single hole, the counters in the opponent's outer single hole are captured. Single counters can be sown, but these cannot capture more than one of the opponent's counters. If the final counter falls into an occupied hole, the contents of this hole are picked up and sowing continues in the same direction. A player can sow such that they can make a capture from the hole in which the sowing began, but this cannot be done by sowing two or fewer counters. The player who has no counters remaining in their row loses. It is customary to play a series of round to determine the winner.
(game "Mbelele" (players 2) (equipment {(board (merge {(rectangle 2 12) (shift -1 0.5 (square 1)) (shift -3 0 (square 2)) (shift -4 0.5 (square 1)) (shift 12 0.5 (square 1)) (shift 13 0 (square 2)) (shift 15 0.5 (square 1))}) {(track "TrackCCW1" "25,26,24,0,E,31,32,35" loop:True P1) (track "TrackCCW2" "34,33,30,23,W,28,27,29" loop:True P2) (track "TrackCW1" "35,32,31,11,W,24,26,25" loop:True P1) (track "TrackCW2" "29,27,28,12,E,30,33,34" loop:True P2)} use:Vertex) (piece "Seed" Shared) (map "Opposite" {(pair 29 35) (pair 35 29) (pair 24 30) (pair 30 24) (pair 25 27) (pair 26 28) (pair 0 12) (pair 1 13) (pair 2 14) (pair 3 15) (pair 4 16) (pair 5 17) (pair 6 18) (pair 7 19) (pair 8 20) (pair 9 21) (pair 10 22) (pair 11 23) (pair 31 33) (pair 32 34) (pair 27 25) (pair 28 26) (pair 12 0) (pair 13 1) (pair 14 2) (pair 15 3) (pair 16 4) (pair 17 5) (pair 18 6) (pair 19 7) (pair 20 8) (pair 21 9) (pair 22 10) (pair 23 11) (pair 33 31) (pair 34 32)}) (regions P1 (union (sites Bottom) (sites {24 35}))) (regions P2 (union (sites Top) (sites {29 30})))}) (rules (start (set Count 3 to:(sites Board))) (play (or (if (!= 2 (var "NumCapture")) (or (if (!= (var "Direction") 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(and (if (is Prev Mover) True (= 1 (count at:(from)))) (is Occupied (from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (= 1 (count at:(to))) (and {(if (is Occupied (mapEntry "Opposite" (to))) (remove (mapEntry "Opposite" (to)) count:1)) (set Var "Direction" 0) (set Var "NumCapture" 0)}) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1) (set Var "NumCapture" 1)})))))) (if (!= (var "Direction") 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(and (if (is Prev Mover) True (= 1 (count at:(from)))) (is Occupied (from)))) (then (sow "TrackCW" owner:(mover) apply:(if (= 1 (count at:(to))) (and {(if (is Occupied (mapEntry "Opposite" (to))) (remove (mapEntry "Opposite" (to)) count:1)) (set Var "Direction" 0) (set Var "NumCapture" 0)}) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2) (set Var "NumCapture" 1)})))))))) (if (!= 1 (var "NumCapture")) (or (if (!= (var "Direction") 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(and (if (is Prev Mover) True (< 1 (count at:(from)))) (is Occupied (from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (= 1 (count at:(to))) (and {(if (is Occupied (mapEntry "Opposite" (to))) (remove (mapEntry "Opposite" (to)) count:(count at:(to)))) (set Var "Direction" 0) (set Var "NumCapture" 0)}) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1) (set Var "NumCapture" 2)})))))) (if (!= (var "Direction") 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(and (if (is Prev Mover) True (< 1 (count at:(from)))) (is Occupied (from)))) (then (sow "TrackCW" owner:(mover) apply:(if (= 1 (count at:(to))) (and {(if (is Occupied (mapEntry "Opposite" (to))) (remove (mapEntry "Opposite" (to)) count:(count at:(to)))) (set Var "Direction" 0) (set Var "NumCapture" 1)}) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2) (set Var "NumCapture" 2)})))))))))) (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
###Description Two rows of twelve holes in the central part of the board, one hole on either end of this, two rows of two outside of these single holes on both sides of the board, and one final hole on either end of the board. Three counters in each hole. Sowing occurs only in the player's row; players use the inner single hole to their left; the outer single hole to the right. Sowing can occur in either direction. Captures are made when a counter falls into an empty hole. The counters in the opponent's opposite hole are captured. When the final counter of a sowing ends in a player's empty inner single holes, the counters in the opponent's inner single hole are captured. If it lands in a player's empty outer single hole, the counters in the opponent's outer single hole are captured. Single counters can be sown, but these cannot capture more than one of the opponent's counters. If the final counter falls into an occupied hole, the contents of this hole are picked up and sowing continues in the same direction. A player can sow such that they can make a capture from the hole in which the sowing began, but this cannot be done by sowing two or fewer counters. The player who has no counters remaining in their row loses. It is customary to play a series of round to determine the winner. ###Ludii (game "Mbelele" (players 2) (equipment {(board (merge {(rectangle 2 12) (shift -1 0.5 (square 1)) (shift -3 0 (square 2)) (shift -4 0.5 (square 1)) (shift 12 0.5 (square 1)) (shift 13 0 (square 2)) (shift 15 0.5 (square 1))}) {(track "TrackCCW1" "25,26,24,0,E,31,32,35" loop:True P1) (track "TrackCCW2" "34,33,30,23,W,28,27,29" loop:True P2) (track "TrackCW1" "35,32,31,11,W,24,26,25" loop:True P1) (track "TrackCW2" "29,27,28,12,E,30,33,34" loop:True P2)} use:Vertex) (piece "Seed" Shared) (map "Opposite" {(pair 29 35) (pair 35 29) (pair 24 30) (pair 30 24) (pair 25 27) (pair 26 28) (pair 0 12) (pair 1 13) (pair 2 14) (pair 3 15) (pair 4 16) (pair 5 17) (pair 6 18) (pair 7 19) (pair 8 20) (pair 9 21) (pair 10 22) (pair 11 23) (pair 31 33) (pair 32 34) (pair 27 25) (pair 28 26) (pair 12 0) (pair 13 1) (pair 14 2) (pair 15 3) (pair 16 4) (pair 17 5) (pair 18 6) (pair 19 7) (pair 20 8) (pair 21 9) (pair 22 10) (pair 23 11) (pair 33 31) (pair 34 32)}) (regions P1 (union (sites Bottom) (sites {24 35}))) (regions P2 (union (sites Top) (sites {29 30})))}) (rules (start (set Count 3 to:(sites Board))) (play (or (if (!= 2 (var "NumCapture")) (or (if (!= (var "Direction") 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(and (if (is Prev Mover) True (= 1 (count at:(from)))) (is Occupied (from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (= 1 (count at:(to))) (and {(if (is Occupied (mapEntry "Opposite" (to))) (remove (mapEntry "Opposite" (to)) count:1)) (set Var "Direction" 0) (set Var "NumCapture" 0)}) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1) (set Var "NumCapture" 1)})))))) (if (!= (var "Direction") 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(and (if (is Prev Mover) True (= 1 (count at:(from)))) (is Occupied (from)))) (then (sow "TrackCW" owner:(mover) apply:(if (= 1 (count at:(to))) (and {(if (is Occupied (mapEntry "Opposite" (to))) (remove (mapEntry "Opposite" (to)) count:1)) (set Var "Direction" 0) (set Var "NumCapture" 0)}) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2) (set Var "NumCapture" 1)})))))))) (if (!= 1 (var "NumCapture")) (or (if (!= (var "Direction") 2) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(and (if (is Prev Mover) True (< 1 (count at:(from)))) (is Occupied (from)))) (then (sow "TrackCCW" owner:(mover) apply:(if (= 1 (count at:(to))) (and {(if (is Occupied (mapEntry "Opposite" (to))) (remove (mapEntry "Opposite" (to)) count:(count at:(to)))) (set Var "Direction" 0) (set Var "NumCapture" 0)}) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 1) (set Var "NumCapture" 2)})))))) (if (!= (var "Direction") 1) (move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (sites Mover)) if:(and (if (is Prev Mover) True (< 1 (count at:(from)))) (is Occupied (from)))) (then (sow "TrackCW" owner:(mover) apply:(if (= 1 (count at:(to))) (and {(if (is Occupied (mapEntry "Opposite" (to))) (remove (mapEntry "Opposite" (to)) count:(count at:(to)))) (set Var "Direction" 0) (set Var "NumCapture" 1)}) (and {(moveAgain) (set Var "Replay" (to)) (set Var "Direction" 2) (set Var "NumCapture" 2)})))))))))) (end (forEach NonMover if:(all Sites (sites Player) if:(= 0 (count at:(site)))) (result Player Loss)))))
Two rows of five holes arranged in a circle around four stores in the center. Each player has five holes on one half of the circle. Ten counters in each hole. Players sow from their holes, and can choose to sow any number of counters, but must leave at least one in the starting hole. Sowing occurs in an anti-clockwise direction. If sowing ends in a hole making its contents an odd number of counters, they are captured, but not more than nine. If the sowing ends and the last counter makes the contents of a hole an even number and the next hole has an odd number of counters, the contents of the odd hole are taken, but not more than nine. In both situations, if there is an unbroken sequence of holes with an odd number of counters, these are all taken, but not more than nine from each.
(game "Okwe (Achalla)" (players 2) (equipment {(board (add (concentric {10}) vertices:{{0.45 0.45} {-0.45 -0.45} {0.45 -0.45} {-0.45 0.45}}) (track "Track" {0 2 4 6 8 9 7 5 3 1} loop:True) use:Vertex) (regions P1 (sites {0 1 2 3 4})) (regions P2 (sites {5 6 7 8 9})) (map {(pair P1 11) (pair P2 10)}) (piece "Seed" Shared)}) (rules (start (set Count 10 to:(sites Track))) (play (forEach Site (forEach (sites Mover) if:(< 1 (count at:(site)))) (forEach Value min:2 max:(count at:(site)) (do (set Var (value)) next:(move Select (from (site)) (then (sow count:(var) if:True apply:(if (and (<= (count at:(to)) 9) (is Odd (count at:(to)))) (fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) (if (and (<= (count at:(trackSite Move from:(to) steps:1)) 9) (is Odd (count at:(trackSite Move from:(to) steps:1)))) (fromTo (from (trackSite Move from:(to) steps:1)) (to (mapEntry (mover))) count:(count at:(trackSite Move from:(to) steps:1))))) origin:True backtracking:(and (<= (count at:(to)) 9) (is Odd (count at:(to))))))))))) (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (count at:(mapEntry P1))) (score P2 (count at:(mapEntry P2)))})))))
###Description Two rows of five holes arranged in a circle around four stores in the center. Each player has five holes on one half of the circle. Ten counters in each hole. Players sow from their holes, and can choose to sow any number of counters, but must leave at least one in the starting hole. Sowing occurs in an anti-clockwise direction. If sowing ends in a hole making its contents an odd number of counters, they are captured, but not more than nine. If the sowing ends and the last counter makes the contents of a hole an even number and the next hole has an odd number of counters, the contents of the odd hole are taken, but not more than nine. In both situations, if there is an unbroken sequence of holes with an odd number of counters, these are all taken, but not more than nine from each. ###Ludii (game "Okwe (Achalla)" (players 2) (equipment {(board (add (concentric {10}) vertices:{{0.45 0.45} {-0.45 -0.45} {0.45 -0.45} {-0.45 0.45}}) (track "Track" {0 2 4 6 8 9 7 5 3 1} loop:True) use:Vertex) (regions P1 (sites {0 1 2 3 4})) (regions P2 (sites {5 6 7 8 9})) (map {(pair P1 11) (pair P2 10)}) (piece "Seed" Shared)}) (rules (start (set Count 10 to:(sites Track))) (play (forEach Site (forEach (sites Mover) if:(< 1 (count at:(site)))) (forEach Value min:2 max:(count at:(site)) (do (set Var (value)) next:(move Select (from (site)) (then (sow count:(var) if:True apply:(if (and (<= (count at:(to)) 9) (is Odd (count at:(to)))) (fromTo (from (to)) (to (mapEntry (mover))) count:(count at:(to))) (if (and (<= (count at:(trackSite Move from:(to) steps:1)) 9) (is Odd (count at:(trackSite Move from:(to) steps:1)))) (fromTo (from (trackSite Move from:(to) steps:1)) (to (mapEntry (mover))) count:(count at:(trackSite Move from:(to) steps:1))))) origin:True backtracking:(and (<= (count at:(to)) 9) (is Odd (count at:(to))))))))))) (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (count at:(mapEntry P1))) (score P2 (count at:(mapEntry P2)))})))))
Played by two to five players. Each player has three heaps of counters, with twelve counters per heap. Sowing occurs in an anti-clockwise direction. When a player creates a heap containing three counters in an opponent's heap, a circle is drawn around the heap and the player captures the counters in it and every counter sown into it for the rest of the game. When there are no heaps left, the player with the most counters wins. Each hole contains initially 12 seeds. The game is played with 5 players.
(game "Pic" (players 5) (equipment {(board (concentric {(* 3 5)}) (track "Track" {0 1 3 5 7 9 11 13 14 12 10 8 6 4 2} loop:True) use:Vertex) (piece "Seed" Shared) (hand Each) (regions P1 (sites {0 1 3})) (regions P2 (sites {5 7 9})) (regions P3 (sites {11 13 14})) (regions P4 (sites {12 10 8})) (regions P5 (sites {6 4 2}))}) (rules (start (set Count 12 to:(sites Track))) (play (or {(move Select (from (sites Mover) if:(is Occupied (from))) (then (sow apply:(if (and (not (is In (to) (sites Mover))) (= 3 (count at:(to)))) (and (fromTo (from (to)) (to (handSite Mover)) count:3) (set State at:(to) (mover)))))))} (then (forEach Site (sites Board) (if (and (is Occupied (site)) (!= 0 (state at:(site)))) (and (fromTo (from (site)) (to (handSite (state at:(site)))) count:(count at:(site))) (set State at:(site) (state at:(site))))))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2))) (score P3 (count Cell at:(handSite P3))) (score P4 (count Cell at:(handSite P4))) (score P5 (count Cell at:(handSite P5)))})))))
###Description Played by two to five players. Each player has three heaps of counters, with twelve counters per heap. Sowing occurs in an anti-clockwise direction. When a player creates a heap containing three counters in an opponent's heap, a circle is drawn around the heap and the player captures the counters in it and every counter sown into it for the rest of the game. When there are no heaps left, the player with the most counters wins. Each hole contains initially 12 seeds. The game is played with 5 players. ###Ludii (game "Pic" (players 5) (equipment {(board (concentric {(* 3 5)}) (track "Track" {0 1 3 5 7 9 11 13 14 12 10 8 6 4 2} loop:True) use:Vertex) (piece "Seed" Shared) (hand Each) (regions P1 (sites {0 1 3})) (regions P2 (sites {5 7 9})) (regions P3 (sites {11 13 14})) (regions P4 (sites {12 10 8})) (regions P5 (sites {6 4 2}))}) (rules (start (set Count 12 to:(sites Track))) (play (or {(move Select (from (sites Mover) if:(is Occupied (from))) (then (sow apply:(if (and (not (is In (to) (sites Mover))) (= 3 (count at:(to)))) (and (fromTo (from (to)) (to (handSite Mover)) count:3) (set State at:(to) (mover)))))))} (then (forEach Site (sites Board) (if (and (is Occupied (site)) (!= 0 (state at:(site)))) (and (fromTo (from (site)) (to (handSite (state at:(site)))) count:(count at:(site))) (set State at:(site) (state at:(site))))))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2))) (score P3 (count Cell at:(handSite P3))) (score P4 (count Cell at:(handSite P4))) (score P5 (count Cell at:(handSite P5)))})))))
Seven holes, arranged in a circle. Four counters in each hole. Sowing occurs in an anti-clockwise direction. When the final counter lands in a hole, the contents of the next hole are picked up and sowing continues with those counters. When the hole from which this new sowing would occur is empty, the counters in the next hole are captured and the turn ends. The next player begins to sow from the next available hole with counters after the last one played by the opponent. Play continues until no further captures can be made, and the player with the most counters wins.
(game "Sat Gol" (players 2) (equipment {(board (concentric {7}) (track "Track" {0 1 3 5 6 4 2} loop:True) use:Vertex) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(sites Board))) (play (move Select (from (if (is Prev Mover) (sites {(trackSite Move from:(last To afterConsequence:True) steps:1)}) (if (= 0 (count Moves)) (sites Board) (sites {(var)}))) if:(> (count at:(from)) 0)) (then (sow apply:(if (!= 0 (count at:(trackSite Move from:(to) steps:1))) (moveAgain) (and (if (!= 0 (count at:(trackSite Move from:(to) steps:2))) (fromTo (from (trackSite Move from:(to) steps:2)) (to (handSite Mover)) count:(count at:(trackSite Move from:(to) steps:2)))) (if (!= 0 (count at:(trackSite Move from:(to) steps:3))) (set Var (trackSite Move from:(to) steps:3)) (if (!= 0 (count at:(trackSite Move from:(to) steps:4))) (set Var (trackSite Move from:(to) steps:4)) (if (!= 0 (count at:(trackSite Move from:(to) steps:5))) (set Var (trackSite Move from:(to) steps:5)) (if (!= 0 (count at:(trackSite Move from:(to) steps:6))) (set Var (trackSite Move from:(to) steps:6)) (set Pending))))))))))) (end (if (is Pending) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))})))))
###Description Seven holes, arranged in a circle. Four counters in each hole. Sowing occurs in an anti-clockwise direction. When the final counter lands in a hole, the contents of the next hole are picked up and sowing continues with those counters. When the hole from which this new sowing would occur is empty, the counters in the next hole are captured and the turn ends. The next player begins to sow from the next available hole with counters after the last one played by the opponent. Play continues until no further captures can be made, and the player with the most counters wins. ###Ludii (game "Sat Gol" (players 2) (equipment {(board (concentric {7}) (track "Track" {0 1 3 5 6 4 2} loop:True) use:Vertex) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 4 to:(sites Board))) (play (move Select (from (if (is Prev Mover) (sites {(trackSite Move from:(last To afterConsequence:True) steps:1)}) (if (= 0 (count Moves)) (sites Board) (sites {(var)}))) if:(> (count at:(from)) 0)) (then (sow apply:(if (!= 0 (count at:(trackSite Move from:(to) steps:1))) (moveAgain) (and (if (!= 0 (count at:(trackSite Move from:(to) steps:2))) (fromTo (from (trackSite Move from:(to) steps:2)) (to (handSite Mover)) count:(count at:(trackSite Move from:(to) steps:2)))) (if (!= 0 (count at:(trackSite Move from:(to) steps:3))) (set Var (trackSite Move from:(to) steps:3)) (if (!= 0 (count at:(trackSite Move from:(to) steps:4))) (set Var (trackSite Move from:(to) steps:4)) (if (!= 0 (count at:(trackSite Move from:(to) steps:5))) (set Var (trackSite Move from:(to) steps:5)) (if (!= 0 (count at:(trackSite Move from:(to) steps:6))) (set Var (trackSite Move from:(to) steps:6)) (set Pending))))))))))) (end (if (is Pending) (byScore {(score P1 (count Cell at:(handSite P1))) (score P2 (count Cell at:(handSite P2)))})))))
3x6 board. Each player owns the row closest to them and the half of the central row to their right. Play begins with three counters in each hole. During the first phase of the game, the players race each other (i.e., do not take turns) to be the first person to drop the last counter into an empty hole. Play moves from left to right in the row closest to the player, right to left in the central row, and left to right in the furthest row. Upon reaching the final hole in the opponent's row, play continues with the first hole in the player's own row. In the first phase, Players take counters from the leftmost hole in their row and sow them in the appropriate direction. When the final counter lands in a hole with counters, they are picked up and sowing continues until the last counter is dropped into an empty hole. Play continues in phase two in the same manner as before, but the players take turns and the player who "won" the first phase plays first. Players capture counters when placing the last counter of a sowing into one of their own holes which is empty. If the hole is on the left half of the board, any counters in the two holes of the opponent facing it are captured. If the last hole is on the right half of the board, any counters in the opponent's one hole facing it are captured. The player then continues to move using the last counter placed which effected the capture, and placing it in the next hole. This move can result in further captures (if the hole is empty), continuation of sowing (if there are counters in it), or the end of the turn (if hole is empty and there are no opponent's counters to be captured). Play continues until a player has no counters in their holes. The opponent then captures the remaining counters. Players then redistribute their counters, three in each hole, starting from the leftmost hole in their row in the direction of play. The player with fewer counters distributes all of their counters on the board, even if they cannot place three in the final hole of the counting. The player with more counters then places three counters in the same number of holes as the other player, taking any remaining as their winnings. Play continues in this fashion until one player captures all of the counters.
(game "Abalala'e" (players 2) (equipment {(mancalaBoard 3 6 store:None {(track "Track" "0,E,N1,W5,N1,E" loop:True P1) (track "Track" "17,W,S1,E5,S1,W" loop:True P2)}) (regions "Home" P1 (union (sites Bottom) (sites {"D2" "E2" "F2"}))) (regions "Home" P2 (union (sites Top) (sites {"A2" "B2" "C2"}))) (regions "LeftPart" P1 (sites {"A1" "B1" "C1"})) (regions "LeftPart" P2 (sites {"D3" "E3" "F3"})) (regions "MiddleRow" (sites {"A2" "B2" "C2" "D2" "E2" "F2"})) (map "LeftHole" {(pair P1 0) (pair P2 17)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 3 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (move Select (from (if (is Prev Mover) (if (is Pending) (sites Pending) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow count:(if (is Pending) 1 (count at:(last To))) "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (moveAgain) (if (is In (to) (sites Mover "Home")) (if (is In (to) (sites "MiddleRow")) (if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (moveAgain) (set Pending (to))})) (if (is In (to) (sites Mover "LeftPart")) (and {(if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (moveAgain) (set Pending (to))})) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (moveAgain) (set Pending (to))}))}) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (moveAgain) (set Pending (to))})))))))))) (end (if (or {(all Sites (sites P1 "Home") if:(= 0 (count at:(site)))) (all Sites (sites P2 "Home") if:(= 0 (count at:(site))))}) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))})))))
###Description 3x6 board. Each player owns the row closest to them and the half of the central row to their right. Play begins with three counters in each hole. During the first phase of the game, the players race each other (i.e., do not take turns) to be the first person to drop the last counter into an empty hole. Play moves from left to right in the row closest to the player, right to left in the central row, and left to right in the furthest row. Upon reaching the final hole in the opponent's row, play continues with the first hole in the player's own row. In the first phase, Players take counters from the leftmost hole in their row and sow them in the appropriate direction. When the final counter lands in a hole with counters, they are picked up and sowing continues until the last counter is dropped into an empty hole. Play continues in phase two in the same manner as before, but the players take turns and the player who "won" the first phase plays first. Players capture counters when placing the last counter of a sowing into one of their own holes which is empty. If the hole is on the left half of the board, any counters in the two holes of the opponent facing it are captured. If the last hole is on the right half of the board, any counters in the opponent's one hole facing it are captured. The player then continues to move using the last counter placed which effected the capture, and placing it in the next hole. This move can result in further captures (if the hole is empty), continuation of sowing (if there are counters in it), or the end of the turn (if hole is empty and there are no opponent's counters to be captured). Play continues until a player has no counters in their holes. The opponent then captures the remaining counters. Players then redistribute their counters, three in each hole, starting from the leftmost hole in their row in the direction of play. The player with fewer counters distributes all of their counters on the board, even if they cannot place three in the final hole of the counting. The player with more counters then places three counters in the same number of holes as the other player, taking any remaining as their winnings. Play continues in this fashion until one player captures all of the counters. ###Ludii (game "Abalala'e" (players 2) (equipment {(mancalaBoard 3 6 store:None {(track "Track" "0,E,N1,W5,N1,E" loop:True P1) (track "Track" "17,W,S1,E5,S1,W" loop:True P2)}) (regions "Home" P1 (union (sites Bottom) (sites {"D2" "E2" "F2"}))) (regions "Home" P2 (union (sites Top) (sites {"A2" "B2" "C2"}))) (regions "LeftPart" P1 (sites {"A1" "B1" "C1"})) (regions "LeftPart" P2 (sites {"D3" "E3" "F3"})) (regions "MiddleRow" (sites {"A2" "B2" "C2" "D2" "E2" "F2"})) (map "LeftHole" {(pair P1 0) (pair P2 17)}) (piece "Seed" Shared) (hand Each)}) (rules (start (set Count 3 to:(union (sites P1 "Home") (sites P2 "Home")))) (play (move Select (from (if (is Prev Mover) (if (is Pending) (sites Pending) (sites {(last To afterConsequence:True)})) (sites Mover "Home")) if:(> (count at:(from)) 0)) (then (sow count:(if (is Pending) 1 (count at:(last To))) "Track" owner:(mover) apply:(if (> (count at:(to)) 1) (moveAgain) (if (is In (to) (sites Mover "Home")) (if (is In (to) (sites "MiddleRow")) (if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (moveAgain) (set Pending (to))})) (if (is In (to) (sites Mover "LeftPart")) (and {(if (> (count at:(if (is Mover P1) (+ (to) 6) (- (to) 6))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) 6) (- (to) 6))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) 6) (- (to) 6)))) (moveAgain) (set Pending (to))})) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (moveAgain) (set Pending (to))}))}) (if (> (count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) 0) (and {(fromTo (from (if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2)))) (to (handSite Mover)) count:(count at:(if (is Mover P1) (+ (to) (* 6 2)) (- (to) (* 6 2))))) (moveAgain) (set Pending (to))})))))))))) (end (if (or {(all Sites (sites P1 "Home") if:(= 0 (count at:(site)))) (all Sites (sites P2 "Home") if:(= 0 (count at:(site))))}) (byScore {(score P1 (+ (count Cell at:(handSite P1)) (count in:(sites P1)))) (score P2 (+ (count Cell at:(handSite P2)) (count in:(sites P2))))})))))
3x6 board. Three counters per hole. Each player owns the row closest to them and the right half of the central row. Sowing occurs in the following direction: from left to right in the player's full row, right to left in the player's half of the central row, proceeding to the opponent's full row and sowing right to left, then left to right in the opponent's part of the central row, then proceeding back to the player's full row and proceeding as before. Sowing always begins from a player's own holes. When the last counter falls into an empty hole, the turn ends. If the last counter falls into an occupied hole, the contents of that hole are picked up and sowing continues. A hole is captured by dropping the last counter of a sowing into an opponent's hole which contains three counters, making it have four counters, and becomes a wegue. Captures cannot be made until after the original three counters placed in the holes at the beginning of the game have been moved. Once a wegue is created, the player cannot sow from it. When the final counter of a sowing lands in a wegue owned by the opponent, the player captures two counters from it. Play continues until all of the counters are captured or all of the counters are accumulated in wegue. A new round begins. Players then collect the counters in their captured holes. They count their takings by filling their holes with three counters each as in the beginning, and the player would own every hole they could fill with three counters. If the player has two counters remaining, they also gain another hole and the opponent surrenders their extra counter. At the end of play, if a player captures the opponent's single remaining hole as a wegue, the player captured three counters from it, leaving one for the opponent to continue to play. Play continues until one player cannot fill any holes.
(game "Gabata (Adowa)" (players 2) (equipment {(mancalaBoard 3 6 store:None (track "Track" "0,E,N1,W2,17,W,S1,E2" loop:True)) (piece "Seed" Shared) (hand Each) (regions P1 (union (sites Bottom) (intersection (sites Row 1) (expand (sites Right) steps:2)))) (regions P2 (union (sites Top) (intersection (sites Row 1) (expand (sites Left) steps:2)))) (map "LeftMost" {(pair P1 0) (pair P2 17)})}) (rules (start {(set Count 3 to:(sites Track)) (set RememberValue "OwnedP1" (union (sites Bottom) (intersection (sites Row 1) (expand (sites Right) steps:2)))) (set RememberValue "OwnedP2" (union (sites Top) (intersection (sites Row 1) (expand (sites Left) steps:2))))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow apply:(if (and {(= 0 (state at:(to))) (= 4 (count at:(to))) (is In (to) (if (is Mover P1) (sites (values Remembered "OwnedP2")) (sites (values Remembered "OwnedP1"))))}) (set State at:(to) (mover)) (if (< 1 (count at:(to))) (if (= 0 (state at:(to))) (and {(moveAgain) (set Var "Replay" (to))}) (if (!= (mover) (state at:(to))) (and {(fromTo (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (set State at:(to) (state at:(to)))}))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (>= 1 (count Cell at:(handSite P1))) (result P2 Win)) (if (>= 1 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 3 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:3 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 3 (count Cell at:(handSite Mover))) (moveAgain) (if (= 2 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:2) (fromTo (from (handSite Next)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))))})))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))}))
###Description 3x6 board. Three counters per hole. Each player owns the row closest to them and the right half of the central row. Sowing occurs in the following direction: from left to right in the player's full row, right to left in the player's half of the central row, proceeding to the opponent's full row and sowing right to left, then left to right in the opponent's part of the central row, then proceeding back to the player's full row and proceeding as before. Sowing always begins from a player's own holes. When the last counter falls into an empty hole, the turn ends. If the last counter falls into an occupied hole, the contents of that hole are picked up and sowing continues. A hole is captured by dropping the last counter of a sowing into an opponent's hole which contains three counters, making it have four counters, and becomes a wegue. Captures cannot be made until after the original three counters placed in the holes at the beginning of the game have been moved. Once a wegue is created, the player cannot sow from it. When the final counter of a sowing lands in a wegue owned by the opponent, the player captures two counters from it. Play continues until all of the counters are captured or all of the counters are accumulated in wegue. A new round begins. Players then collect the counters in their captured holes. They count their takings by filling their holes with three counters each as in the beginning, and the player would own every hole they could fill with three counters. If the player has two counters remaining, they also gain another hole and the opponent surrenders their extra counter. At the end of play, if a player captures the opponent's single remaining hole as a wegue, the player captured three counters from it, leaving one for the opponent to continue to play. Play continues until one player cannot fill any holes. ###Ludii (game "Gabata (Adowa)" (players 2) (equipment {(mancalaBoard 3 6 store:None (track "Track" "0,E,N1,W2,17,W,S1,E2" loop:True)) (piece "Seed" Shared) (hand Each) (regions P1 (union (sites Bottom) (intersection (sites Row 1) (expand (sites Right) steps:2)))) (regions P2 (union (sites Top) (intersection (sites Row 1) (expand (sites Left) steps:2)))) (map "LeftMost" {(pair P1 0) (pair P2 17)})}) (rules (start {(set Count 3 to:(sites Track)) (set RememberValue "OwnedP1" (union (sites Bottom) (intersection (sites Row 1) (expand (sites Right) steps:2)))) (set RememberValue "OwnedP2" (union (sites Top) (intersection (sites Row 1) (expand (sites Left) steps:2))))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow apply:(if (and {(= 0 (state at:(to))) (= 4 (count at:(to))) (is In (to) (if (is Mover P1) (sites (values Remembered "OwnedP2")) (sites (values Remembered "OwnedP1"))))}) (set State at:(to) (mover)) (if (< 1 (count at:(to))) (if (= 0 (state at:(to))) (and {(moveAgain) (set Var "Replay" (to))}) (if (!= (mover) (state at:(to))) (and {(fromTo (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (set State at:(to) (state at:(to)))}))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (>= 1 (count Cell at:(handSite P1))) (result P2 Win)) (if (>= 1 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 3 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:3 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 3 (count Cell at:(handSite Mover))) (moveAgain) (if (= 2 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:2) (fromTo (from (handSite Next)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))))})))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))}))
3x6 board. Play begins with three counters per hole. Each player owns the row closest to them and the right half of the central row. Sowing occurs in the following direction: from left to right in the player's full row, right to left in the player's half of the central row, proceeding to the opponent's full row and sowing right to left, then left to right in the opponent's part of the central row, then proceeding back to the player's full row and proceeding as before. Sowing always begins from a player's own holes. A player can not sow from their left hand hole in their main row unless it has more than three counters, unless there is no other option. When the last counter falls into an empty hole, the turn ends. If the last counter falls into an occupied hole, the contents of that hole are picked up and sowing continues. A hole is captured by dropping the last counter of a sowing into an opponent's hole which contains three counters, making it have four counters, and becomes a wegue. Captures cannot be made until after the original three counters placed in the holes at the beginning of the game have been moved. Once a wegue is created, the player cannot sow from it. When the final counter of a sowing lands in a wegue owned by the opponent, the player captures two counters from it. Play continues until all of the counters are captured or all of the counters are accumulated in wegue. A new round begins. Players then collect the counters in their captured holes. They count their takings by filling their holes with three counters each as in the beginning, and the player would own every hole they could fill with three counters. If the player has two counters remaining, they also gain another hole and the opponent surrenders their extra counter. At the end of play, if a player captures the opponent's single remaining hole as a wegue, the player captured three counters from it, leaving one for the opponent to continue to play. Play continues until one player cannot fill any holes.
(game "Gabata (Aksum)" (players 2) (equipment {(mancalaBoard 3 6 store:None (track "Track" "0,E,N1,W2,17,W,S1,E2" loop:True)) (piece "Seed" Shared) (hand Each) (regions P1 (union (sites Bottom) (intersection (sites Row 1) (expand (sites Right) steps:2)))) (regions P2 (union (sites Top) (intersection (sites Row 1) (expand (sites Left) steps:2)))) (map "LeftMost" {(pair P1 0) (pair P2 17)})}) (rules (start {(set Count 3 to:(sites Track)) (set RememberValue "OwnedP1" (union (sites Bottom) (intersection (sites Row 1) (expand (sites Right) steps:2)))) (set RememberValue "OwnedP2" (union (sites Top) (intersection (sites Row 1) (expand (sites Left) steps:2))))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and {(if (!= (from) (mapEntry "LeftMost" Mover)) True (if (is Prev Mover) True (or (< 3 (count at:(from))) (no Pieces All in:(forEach (difference (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2"))) (mapEntry "LeftMost" Mover)) if:(= 0 (state at:(site)))))))) (< 0 (count at:(from))) (= 0 (state at:(from)))})) (then (sow apply:(if (and {(= 0 (state at:(to))) (= 4 (count at:(to))) (is In (to) (if (is Mover P1) (sites (values Remembered "OwnedP2")) (sites (values Remembered "OwnedP1"))))}) (set State at:(to) (mover)) (if (< 1 (count at:(to))) (if (= 0 (state at:(to))) (and {(moveAgain) (set Var "Replay" (to))}) (if (!= (mover) (state at:(to))) (and {(fromTo (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (set State at:(to) (state at:(to)))}))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (>= 1 (count Cell at:(handSite P1))) (result P2 Win)) (if (>= 1 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 3 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:3 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 3 (count Cell at:(handSite Mover))) (moveAgain) (if (= 2 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:2) (fromTo (from (handSite Next)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))))})))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))}))
###Description 3x6 board. Play begins with three counters per hole. Each player owns the row closest to them and the right half of the central row. Sowing occurs in the following direction: from left to right in the player's full row, right to left in the player's half of the central row, proceeding to the opponent's full row and sowing right to left, then left to right in the opponent's part of the central row, then proceeding back to the player's full row and proceeding as before. Sowing always begins from a player's own holes. A player can not sow from their left hand hole in their main row unless it has more than three counters, unless there is no other option. When the last counter falls into an empty hole, the turn ends. If the last counter falls into an occupied hole, the contents of that hole are picked up and sowing continues. A hole is captured by dropping the last counter of a sowing into an opponent's hole which contains three counters, making it have four counters, and becomes a wegue. Captures cannot be made until after the original three counters placed in the holes at the beginning of the game have been moved. Once a wegue is created, the player cannot sow from it. When the final counter of a sowing lands in a wegue owned by the opponent, the player captures two counters from it. Play continues until all of the counters are captured or all of the counters are accumulated in wegue. A new round begins. Players then collect the counters in their captured holes. They count their takings by filling their holes with three counters each as in the beginning, and the player would own every hole they could fill with three counters. If the player has two counters remaining, they also gain another hole and the opponent surrenders their extra counter. At the end of play, if a player captures the opponent's single remaining hole as a wegue, the player captured three counters from it, leaving one for the opponent to continue to play. Play continues until one player cannot fill any holes. ###Ludii (game "Gabata (Aksum)" (players 2) (equipment {(mancalaBoard 3 6 store:None (track "Track" "0,E,N1,W2,17,W,S1,E2" loop:True)) (piece "Seed" Shared) (hand Each) (regions P1 (union (sites Bottom) (intersection (sites Row 1) (expand (sites Right) steps:2)))) (regions P2 (union (sites Top) (intersection (sites Row 1) (expand (sites Left) steps:2)))) (map "LeftMost" {(pair P1 0) (pair P2 17)})}) (rules (start {(set Count 3 to:(sites Track)) (set RememberValue "OwnedP1" (union (sites Bottom) (intersection (sites Row 1) (expand (sites Right) steps:2)))) (set RememberValue "OwnedP2" (union (sites Top) (intersection (sites Row 1) (expand (sites Left) steps:2))))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(var "Replay")}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and {(if (!= (from) (mapEntry "LeftMost" Mover)) True (if (is Prev Mover) True (or (< 3 (count at:(from))) (no Pieces All in:(forEach (difference (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2"))) (mapEntry "LeftMost" Mover)) if:(= 0 (state at:(site)))))))) (< 0 (count at:(from))) (= 0 (state at:(from)))})) (then (sow apply:(if (and {(= 0 (state at:(to))) (= 4 (count at:(to))) (is In (to) (if (is Mover P1) (sites (values Remembered "OwnedP2")) (sites (values Remembered "OwnedP1"))))}) (set State at:(to) (mover)) (if (< 1 (count at:(to))) (if (= 0 (state at:(to))) (and {(moveAgain) (set Var "Replay" (to))}) (if (!= (mover) (state at:(to))) (and {(fromTo (from (to)) (to (handSite Mover)) count:(min 2 (count at:(to)))) (set State at:(to) (state at:(to)))}))))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (>= 1 (count Cell at:(handSite P1))) (result P2 Win)) (if (>= 1 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 3 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:3 (then (and {(if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))) (if (<= 3 (count Cell at:(handSite Mover))) (moveAgain) (if (= 2 (count Cell at:(handSite Mover))) (and {(fromTo (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:2) (fromTo (from (handSite Next)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:1) (if (is Mover P1) (remember Value "OwnedP1" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) (remember Value "OwnedP2" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))))})))}))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))}))
3x6 board. Four counters per hole. Each player controls one row of holes and the half of the central row to their right. Sowing occurs from left ro right in the player's full row, right to left in their holes in the central row, then right to left in the opponent's full row, then left to right in the opponent's holes in the central row, at that point continuing into the player's full row again. When the final counter is sown into an occupied hole, the counters are picked up and sowing continues. When the final counter falls into an empty hole, the turn ends. At any point while the player sows, if a hole is made to contain four counters, these are captured, regardless of who the hole belongs to. When the final counter causes a capture, the turn ends. Play continues until a player has no counters in their holes. The opponent then captures the remaining counters. Players then redistribute their counters, four in each hole, starting from the leftmost hole in their row in the direction of play. The player with fewer counters distributes all of their counters on the board, even if they cannot place four in the final hole of the counting. The player with more counters then places four counters in the same number of holes as the other player, taking any remaining as their winnings. Play continues in this fashion until one player captures all of the counters.
(game "Rab'e" (players 2) (equipment {(mancalaBoard 3 6 store:None (track "Track" "0,E,N1,W2,17,W,S1,E2" loop:True)) (piece "Seed" Shared) (regions P1 (union (sites Bottom) (difference (expand (sites Right) steps:2) (sites Top)))) (regions P2 (union (sites Top) (difference (expand (sites Left) steps:2) (sites Bottom)))) (hand Each) (map "LeftMost" {(pair P1 0) (pair P2 17)}) (map "CorrespondingHoles" {(pair 0 17) (pair 1 16) (pair 2 15) (pair 3 14) (pair 4 13) (pair 5 12) (pair 11 6) (pair 10 7) (pair 9 8) (pair 8 9) (pair 7 10) (pair 6 11) (pair 12 5) (pair 13 4) (pair 14 3) (pair 15 2) (pair 16 1) (pair 17 0)})}) (rules (start (set Count 4 to:(sites Track))) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (do (set Var "NumSowed" (count at:(last To))) next:(sow apply:(if (and (!= 4 (count at:(to))) (< 1 (count at:(to)))) (moveAgain))) (then (and (forEach Site (sites Track from:(last From) to:(trackSite Move from:(last From) "Track" steps:(var "NumSowed"))) (if (= 4 (count at:(site))) (fromTo (from (site)) (to (handSite Mover)) count:4))) (set Var "NumSowed" 0))))))} (then (if (or (all Sites (sites P1) if:(is Empty (site))) (all Sites (sites P2) if:(is Empty (site)))) (and {(forEach Site (sites P1) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (sites P2) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (if (<= (+ (count Cell at:(handSite P1)) (count in:(sites P1))) (+ (count Cell at:(handSite P2)) (count in:(sites P2)))) (set NextPlayer (player 1)) (set NextPlayer (player 2)))}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (= 0 (count Cell at:(handSite P1))) (result P2 Win)) (if (= 0 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 4 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:4 (then (if (<= 4 (count Cell at:(handSite Mover))) (moveAgain) (and (if (!= 0 (count Cell at:(handSite Mover))) (and (fromTo (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:(count Cell at:(handSite Mover))) (fromTo (from (handSite Next)) (to (mapEntry "CorrespondingHoles" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to))))) count:(count Cell at:(handSite Next))))) (forEach Site (sites Mover) (if (is Occupied (site)) (fromTo (from (handSite Next)) (to (mapEntry "CorrespondingHoles" (site))) count:(count at:(site))))))))))) (nextPhase (= 0 (count Cell at:(handSite Mover))) "Sowing"))}))
###Description 3x6 board. Four counters per hole. Each player controls one row of holes and the half of the central row to their right. Sowing occurs from left ro right in the player's full row, right to left in their holes in the central row, then right to left in the opponent's full row, then left to right in the opponent's holes in the central row, at that point continuing into the player's full row again. When the final counter is sown into an occupied hole, the counters are picked up and sowing continues. When the final counter falls into an empty hole, the turn ends. At any point while the player sows, if a hole is made to contain four counters, these are captured, regardless of who the hole belongs to. When the final counter causes a capture, the turn ends. Play continues until a player has no counters in their holes. The opponent then captures the remaining counters. Players then redistribute their counters, four in each hole, starting from the leftmost hole in their row in the direction of play. The player with fewer counters distributes all of their counters on the board, even if they cannot place four in the final hole of the counting. The player with more counters then places four counters in the same number of holes as the other player, taking any remaining as their winnings. Play continues in this fashion until one player captures all of the counters. ###Ludii (game "Rab'e" (players 2) (equipment {(mancalaBoard 3 6 store:None (track "Track" "0,E,N1,W2,17,W,S1,E2" loop:True)) (piece "Seed" Shared) (regions P1 (union (sites Bottom) (difference (expand (sites Right) steps:2) (sites Top)))) (regions P2 (union (sites Top) (difference (expand (sites Left) steps:2) (sites Bottom)))) (hand Each) (map "LeftMost" {(pair P1 0) (pair P2 17)}) (map "CorrespondingHoles" {(pair 0 17) (pair 1 16) (pair 2 15) (pair 3 14) (pair 4 13) (pair 5 12) (pair 11 6) (pair 10 7) (pair 9 8) (pair 8 9) (pair 7 10) (pair 6 11) (pair 12 5) (pair 13 4) (pair 14 3) (pair 15 2) (pair 16 1) (pair 17 0)})}) (rules (start (set Count 4 to:(sites Track))) phases:{(phase "Sowing" (play (or {(move Select (from (if (is Prev Mover) (sites {(last To afterConsequence:True)}) (sites Mover)) if:(< 0 (count at:(from)))) (then (do (set Var "NumSowed" (count at:(last To))) next:(sow apply:(if (and (!= 4 (count at:(to))) (< 1 (count at:(to)))) (moveAgain))) (then (and (forEach Site (sites Track from:(last From) to:(trackSite Move from:(last From) "Track" steps:(var "NumSowed"))) (if (= 4 (count at:(site))) (fromTo (from (site)) (to (handSite Mover)) count:4))) (set Var "NumSowed" 0))))))} (then (if (or (all Sites (sites P1) if:(is Empty (site))) (all Sites (sites P2) if:(is Empty (site)))) (and {(forEach Site (sites P1) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (sites P2) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (if (<= (+ (count Cell at:(handSite P1)) (count in:(sites P1))) (+ (count Cell at:(handSite P2)) (count in:(sites P2)))) (set NextPlayer (player 1)) (set NextPlayer (player 2)))}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (= 0 (count Cell at:(handSite P1))) (result P2 Win)) (if (= 0 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 4 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:4 (then (if (<= 4 (count Cell at:(handSite Mover))) (moveAgain) (and (if (!= 0 (count Cell at:(handSite Mover))) (and (fromTo (from (handSite Mover)) (to (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to)))) count:(count Cell at:(handSite Mover))) (fromTo (from (handSite Next)) (to (mapEntry "CorrespondingHoles" (trackSite FirstSite from:(mapEntry "LeftMost" Mover) if:(is Empty (to))))) count:(count Cell at:(handSite Next))))) (forEach Site (sites Mover) (if (is Occupied (site)) (fromTo (from (handSite Next)) (to (mapEntry "CorrespondingHoles" (site))) count:(count at:(site))))))))))) (nextPhase (= 0 (count Cell at:(handSite Mover))) "Sowing"))}))
3x6 board, three counters per hole. Each player owns the row of holes closest to them, as well as the right half of the central row, with respect to their perspective. Sowing occurs from left to right in the player's complete row, right to left in the player's half of the central row, then continuing from right to left in the opponent's outer row, left to right in the opponent's holes in the central row, and then continuing as before into the player's outer row. Players sow from any of their holes, and when the final counter lands in an occupied hole, they pick up the contents and continue sowing. When the final counter falls into an empty hole, the turn ends. After the first turn, players may capture a hole when the final counter of a sowing falls into a hole containing three counters, increasing it to four. The counters in a captured hole cannot be sown. When a player drops their final counter into an occupied captured hole, two counters are captured from it. If the player captured counters from one of the holes that they had created, they begin sowing again from another of their holes, but if the capture was from a hole captured by the opponent, the turn ends. The leftmost holes in each player's row are special: a player may under no circumstance capture counters from this hole in their row, but may do so from the opponent's, gaining another turn when they do so. Play continues until all of the counters are captured or all of the counters are accumulated in captured holes. A new round begins. Players then collect the counters in their captured holes. They count their takings by filling their holes with three counters each as in the beginning, and the player would own every hole they could fill with three counters. If the player has two counters remaining, they also gain another hole and the opponent surrenders their extra counter. Play continues until one player cannot fill any holes.
(game "Selus (Massawa)" (players 2) (equipment {(mancalaBoard 3 6 store:None (track "Track" "0,E,N1,W2,17,W,S1,E2" loop:True)) (piece "Seed" Shared) (hand Each) (regions P1 (union (sites Bottom) (difference (expand (sites Right) steps:2) (sites Top)))) (regions P2 (union (sites Top) (difference (expand (sites Left) steps:2) (sites Bottom)))) (map "LeftMostHole" {(pair P1 0) (pair P2 17)})}) (rules (start {(set RememberValue "OwnedP1" (sites P1)) (set RememberValue "OwnedP2" (sites P2)) (set Count 3 to:(sites Track))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (and (not (is Pending)) (is Prev Mover)) (sites {(last To afterConsequence:True)}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow apply:(if (< 1 (count at:(to))) (if (and (!= (mapEntry "LeftMostHole" Mover) (to)) (!= 0 (state at:(to)))) (and {(if (or (= (mover) (state at:(to))) (= (mapEntry "LeftMostHole" Next) (to))) (and (moveAgain) (set Pending))) (fromTo (from (to)) (to (handSite Mover)) count:2) (set State at:(to) (state at:(to)))}) (if (and {(< 2 (count Turns)) (= 0 (state at:(to))) (= 4 (count at:(to)))}) (set State at:(to) (mover)) (moveAgain)))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (> 3 (count Cell at:(handSite P1))) (result P2 Win)) (if (> 3 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 3 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (if (all Sites (sites Mover) if:(is Occupied (site))) (sites Board) (sites Mover)) if:(is Empty (to))) count:3 (then (if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))))) (if (= 2 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (if (all Sites (sites Mover) if:(is Occupied (site))) (sites Board) (sites Mover)) if:(is Empty (to))) count:2 (then (and (fromTo (from (handSite Next)) (to (last To)) count:1) (if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))))))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))}))
###Description 3x6 board, three counters per hole. Each player owns the row of holes closest to them, as well as the right half of the central row, with respect to their perspective. Sowing occurs from left to right in the player's complete row, right to left in the player's half of the central row, then continuing from right to left in the opponent's outer row, left to right in the opponent's holes in the central row, and then continuing as before into the player's outer row. Players sow from any of their holes, and when the final counter lands in an occupied hole, they pick up the contents and continue sowing. When the final counter falls into an empty hole, the turn ends. After the first turn, players may capture a hole when the final counter of a sowing falls into a hole containing three counters, increasing it to four. The counters in a captured hole cannot be sown. When a player drops their final counter into an occupied captured hole, two counters are captured from it. If the player captured counters from one of the holes that they had created, they begin sowing again from another of their holes, but if the capture was from a hole captured by the opponent, the turn ends. The leftmost holes in each player's row are special: a player may under no circumstance capture counters from this hole in their row, but may do so from the opponent's, gaining another turn when they do so. Play continues until all of the counters are captured or all of the counters are accumulated in captured holes. A new round begins. Players then collect the counters in their captured holes. They count their takings by filling their holes with three counters each as in the beginning, and the player would own every hole they could fill with three counters. If the player has two counters remaining, they also gain another hole and the opponent surrenders their extra counter. Play continues until one player cannot fill any holes. ###Ludii (game "Selus (Massawa)" (players 2) (equipment {(mancalaBoard 3 6 store:None (track "Track" "0,E,N1,W2,17,W,S1,E2" loop:True)) (piece "Seed" Shared) (hand Each) (regions P1 (union (sites Bottom) (difference (expand (sites Right) steps:2) (sites Top)))) (regions P2 (union (sites Top) (difference (expand (sites Left) steps:2) (sites Bottom)))) (map "LeftMostHole" {(pair P1 0) (pair P2 17)})}) (rules (start {(set RememberValue "OwnedP1" (sites P1)) (set RememberValue "OwnedP2" (sites P2)) (set Count 3 to:(sites Track))}) phases:{(phase "Sowing" (play (or {(move Select (from (if (and (not (is Pending)) (is Prev Mover)) (sites {(last To afterConsequence:True)}) (if (is Mover P1) (sites (values Remembered "OwnedP1")) (sites (values Remembered "OwnedP2")))) if:(and (< 0 (count at:(from))) (= 0 (state at:(from))))) (then (sow apply:(if (< 1 (count at:(to))) (if (and (!= (mapEntry "LeftMostHole" Mover) (to)) (!= 0 (state at:(to)))) (and {(if (or (= (mover) (state at:(to))) (= (mapEntry "LeftMostHole" Next) (to))) (and (moveAgain) (set Pending))) (fromTo (from (to)) (to (handSite Mover)) count:2) (set State at:(to) (state at:(to)))}) (if (and {(< 2 (count Turns)) (= 0 (state at:(to))) (= 4 (count at:(to)))}) (set State at:(to) (mover)) (moveAgain)))))))} (then (if (all Sites (forEach (sites Board) if:(= 0 (state at:(site)))) if:(= 0 (count at:(site)))) (and {(forEach Site (forEach (sites Board) if:(= 1 (state at:(site)))) (fromTo (from (site)) (to (handSite P1)) count:(count at:(site)))) (forEach Site (forEach (sites Board) if:(= 2 (state at:(site)))) (fromTo (from (site)) (to (handSite P2)) count:(count at:(site)))) (forget Value "OwnedP1" All) (forget Value "OwnedP2" All)}))))) (end (if (all Sites (sites Board) if:(= 0 (count at:(site)))) {(if (> 3 (count Cell at:(handSite P1))) (result P2 Win)) (if (> 3 (count Cell at:(handSite P2))) (result P1 Win))})) (nextPhase (all Sites (sites Board) if:(= 0 (count at:(site)))) "BetweenRounds")) (phase "BetweenRounds" (play (if (<= 3 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (if (all Sites (sites Mover) if:(is Occupied (site))) (sites Board) (sites Mover)) if:(is Empty (to))) count:3 (then (if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))))) (if (= 2 (count Cell at:(handSite Mover))) (move (from (handSite Mover)) (to (if (all Sites (sites Mover) if:(is Occupied (site))) (sites Board) (sites Mover)) if:(is Empty (to))) count:2 (then (and (fromTo (from (handSite Next)) (to (last To)) count:1) (if (is Mover P1) (remember Value "OwnedP1" (last To)) (remember Value "OwnedP2" (last To))))))))) (nextPhase (and (is Empty (handSite P1)) (is Empty (handSite P2))) "Sowing"))}))