The rules of Awale AWALE Rules The symbol indicates the new chapters The rules of Awale The rules of Awale are very simple, and the game is easy to understand. On the other hand, the strategies to be successfull can be complex and subtle. To consult the documentation for a particular rule, select 'View rule' in the 'Rules' menu and choose the 'Print' option. It should be a good idea that you print the complete manual at least one time. The rules vary from one region to another, even sometimes from one village to another.
We'll use here the most common rule, the Classical Awale. Rule 1: Aim of the game The aim of the game is to capture more seeds than your opponent. At the end of the game, the player who has captured the most seeds wins. Rule 2: The board The board is divided into two areas, hollowed with six holes each. Your area is at the bottom of the screen, your opponent's (computer) area is at the top.
At the begining, 48 seeds are distributed among the 12 holes (four seeds in each hole). Rule 3: The game turn.
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Every player plays alernately, the first one to play is chosen at random. The player takes all the seeds in a hole of his area and distributes them counterclockwise, one in each hole. Rule 4: Capture If the last seed to be distributed falls into one of the opponent's holes, containing already one or two seeds, the player captures the two or three seeds. The captured seeds are taken off the board (the hole is left empty) and collected into the player's loft. Rule 5: Multiple capture If a player captures two or three seeds, and the preceeding hole also contains two or three seeds, they are captured too, and so on. Rule 6: Loop If the number of seeds taken in the starting hole is greater than 11, it constitutes a loop: the starting hole is left out everytime in the distribution loop, and therefore always left empty. A hole containing enough seeds to loop is called a 'Kroo'.