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The 10 Mighty Men The 10 Mighty Men (Mancala Variants) By Ken Maher, ©2007 Standard Mancala Rules: Standard Mancala Rules: What follows is actually a variation of Mancala known as “Ayoayo”, but it is the version I first learned and would be a good way to introduce you to the main concepts of the game. The Mighty Men Variations will work equally well with nearly any other derivation of Mancala you like. The game is set up with 4 pieces in each of the six bins in front of each player. Each player in turn will lift all the pieces from any one of the bins on his side of the board and “sows them in a counter- clockwise direction (to the right), depositing one piece in each successive bin. Upon reaching the end of his or her row, the player continues sowing pieces into the bins on their opponent's side of the board. If sowing more than 12 pieces (enough to go all the way back to the starting bin) the lift bin is skipped, thus leaving it open. If the last piece is played into a bin already containing pieces, these are all lifted (including the one just dropped) and the sowing continues until such time as the final piece is played into an empty bin. If that empty bin is on the opponent's side of the board the turn is over and play goes to the next person. If the empty bin is on the sower's side they win the contents of the bin directly across from it (on their opponent's side) and these are placed in the player's storage bin (the big bin to the right). If the bin opposite the last played piece is empty the turn simply proceeds to the opponent. If a player cannot move because they have no pieces left on their side of the board the game is over and their opponent may claim any pieces left on their side. The player with the most pieces in their storage bin at the end of the game wins. A player may not intentionally play to empty their opponent's side, unless they have no other move. If using these rules as a basis for the Mighty Men Variants, Do Not continue sowing if your last piece lands in an occupied bin. The 10 Mighty Men: The 10 Mighty Men: What follows are 10 special pieces that can be added to any standard Mancala game to give it some new twists and opportunites for strategy. The regular pieces should be a neutral (and uniform) colour, while each of these special pieces will be a distinct colour. These pieces may be used one at a time (especially advisable as you learn the potential of what each new piece can do) or several may be used together in a game to make things even more interesting. Unless otherwise stated, the powers of each piece will be resolved AFTER the piece, and all others from its lift bin, have been moved, but BEFORE a player may collect any pieces from the board. The Farmer The Farmer (Green Green) When placed into a bin with pre-existing pieces, the farmer gets to sow them across the board. He does so by beginning with the bin just beyond his, then moving to the opponents side of the board he continues in an “arc” sowing three bins in an anticlockwise direction, before coming back to his side of the board and sowing one last piece in the bin just prior to the one he is in. (See Figure 1, below) If he has any pieces left over they go back in his own bin. If he runs out of pieces before the full arc is sown, so be it!

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The 10 Mighty MenThe 10 Mighty Men (Mancala Variants) By Ken Maher, ©2007

Standard Mancala Rules:Standard Mancala Rules: What follows is actually a variation of Mancala known as “Ayoayo”, but it is the version I first learned and would be a good way to introduce you to the main concepts of the game. The Mighty Men Variations will work equally well with nearly any other derivation of Mancala you like.

The game is set up with 4 pieces in each of the six bins in front of each player. Each player in turn will lift all the pieces from any one of the bins on his side of the board and “sows them in a counter-clockwise direction (to the right), depositing one piece in each successive bin. Upon reaching the end of his or her row, the player continues sowing pieces into the bins on their opponent's side of the board. If sowing more than 12 pieces (enough to go all the way back to the starting bin) the lift bin is skipped, thus leaving it open. If the last piece is played into a bin already containing pieces, these are all lifted (including the one just dropped) and the sowing continues until such time as the final piece is played into an empty bin.

If that empty bin is on the opponent's side of the board the turn is over and play goes to the next person. If the empty bin is on the sower's side they win the contents of the bin directly across from it (on their opponent's side) and these are placed in the player's storage bin (the big bin to the right). If the bin opposite the last played piece is empty the turn simply proceeds to the opponent.

If a player cannot move because they have no pieces left on their side of the board the game is over and their opponent may claim any pieces left on their side. The player with the most pieces in their storage bin at the end of the game wins. A player may not intentionally play to empty their opponent's side, unless they have no other move.

If using these rules as a basis for the Mighty Men Variants, Do Not continue sowing if your last piece lands in an occupied bin.

The 10 Mighty Men:The 10 Mighty Men: What follows are 10 special pieces that can be added to any standard Mancala game to give it some new twists and opportunites for strategy. The regular pieces should be a neutral (and uniform) colour, while each of these special pieces will be a distinct colour. These pieces may be used one at a time (especially advisable as you learn the potential of what each new piece can do) or several may be used together in a game to make things even more interesting. Unless otherwise stated, the powers of each piece will be resolved AFTER the piece, and all others from its lift bin, have been moved, but BEFORE a player may collect any pieces from the board.

● The FarmerThe Farmer (GreenGreen) – When placed into a bin with pre-existing pieces, the farmer gets to sow them across the board. He does so by beginning with the bin just beyond his, then moving to the opponents side of the board he continues in an “arc” sowing three bins in an anticlockwise direction, before coming back to his side of the board and sowing one last piece in the bin just prior to the one he is in. (See Figure 1, below) If he has any pieces left over they go back in his own bin. If he runs out of pieces before the full arc is sown, so be it!

● The ShepherdThe Shepherd (WhiteWhite) – After being placed, this piece, may rearrange the pieces in the three bins made up of his own and the two adjoining bins (post and prior). He may do so in any way he sees fit.

● The HunterThe Hunter (BrownBrown) – The hunter may move up to “X” bins beyond his normal limit, where “X” equals the number of other pieces lifted with it. For example, a player lifting the hunter with two other pieces may drop the hunter in any of the three bins he would normally sow and then move the hunter either one or two bins further forward.

● The WarriorThe Warrior (RedRed) – The bin in which a warrior resides may not be captured, unless it is by another Mighty Man (special piece) that the capture is made.

● The ChieftanThe Chieftan (GoldGold) – Upon being placed the Chieftan may use the ability of any Mighty Man in an adjoining bin as if it were his own. For example, if a player sows the Chieftan in a bin beside the farmer, he may treat the chieftan as a farmer for that play.

● The Wise MotherThe Wise Mother (SilverSilver) – The wise woman cancels any action by a Mighty Man, if it would change the piece count in her bin. This does not apply to regular sowing, just the special powers another piece might enact after being placed.

● The Witch DoctorThe Witch Doctor (BlueBlue) – If placed into an empty bin the Witch Doctor may call back three normal pieces from the opponent's storage bin. These pieces are placed into the bin with the Witch Doctor.

● The TricksterThe Trickster (PurplePurple) – This piece only moves backward. A player lifting it may move it up to “X” bins in a clockwise direction. “X” equals the number of other pieces lifted with it. For example if a player lifts the Trickster from a bin with three other pieces those three pieces would be sown normally, but the Trickster may move one, two or three bins (player's discretion) in the opposite direction.

● The AssasinThe Assasin (Black) – If this piece is captured the bin from which it was taken is now “poisoned” and cannot be used for the remainder of the game. Mark it with a small stick or other such token. From that point on any seeding that would normally go into that bin simply skips over and continues on in usual fashion.

● The SpyThe Spy (OrangeOrange) – If this piece is played to a bin with another Mighty Man already in it, that piece is reverted back to a “regular” piece and loses any special abilities. This does not work on the Wise Mother.

Suggested Use:Suggested Use: At the beginning of the game decide how many of the Mighty Men you will include. Choose the ones you like, or draw them randomly. Substitute each of these pieces for one of the “regular” pieces. Set up the board normally, with the exception that one player (A) gets to decide where the Mighty Men will be placed, while the second player (B) then decides which side of the board they will take. Player (A) moves first.

Try mixing and matching a number of the different Mighty Men in a single game (like the Farmer, Warrior, Trickster and Wise Mother), or use several of the same one (like three shepherds).

Figure 1. The arc of the Farmer Sowing.