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
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.
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'.
Rule 7: Feed the opponent
A player isn't allowed to "starve" his opponent :
a player can't play a hole that leads to capturing all the seeds in
his opponent's area.
Rule 8: End of the game
The game ends if :
- A player hasn't any seeds in his area, and therefore can't play.
In this case, the other player captures all the remaining seeds.
- The game is "looping", i.e. after some turns, the same playboard
configuration is obtained again.
In this case, the remaining seeds aren't captured.
- One of the players aborts the game
The other player captures all the remaining seeds.
"If all seeds that fall were to grow, then
no one could follow the path under the trees"