Oware is an abstract strategy game among the mancala family of board games (pit and pebble games) played worldwide with slight variations as to the layout of the game, number of players and strategy of play. Its origin is uncertain but it is widely believed to be of Ashanti origin.
30-747: Played in the Bono Region , Bono East Region , Ahafo Region , Central Region , Western Region , Eastern Region , Ashanti Region of Ghana and throughout the Caribbean , oware and its variants have many names - ayò , ayoayo ( Yoruba ), awalé ( Ivory Coast , Benin ), wari ( Mali ), ouri, ouril or uril ( Cape Verde ), warri (Caribbean) Pallanguzhi (India) wali ( Dagbani ), adji ( Ewe ), nchọ/ókwè ( Igbo ), ise ( Edo ), awale ( Ga ) (meaning "spoons" in English). A common name in English
60-440: A . Players take turns moving the seeds. On a turn, a player chooses one of the six houses under their control. The player removes all seeds from that house, and distributes them, dropping one in each house counter-clockwise from this house, in a process called sowing . Seeds are not distributed into the end scoring houses, nor into the house drawn from. The starting house is always left empty; if it contained 12 (or more) seeds, it
90-533: A border at the north with the Savannah Region , is bordered on the west by Ghana-Côte d'Ivoire international border , on the east by Bono East , and on the south by Ahafo Region . It has a population of about 1,208,649 according to Ghana statistical service in 2021 census. The region prides itself on having public institutions such as: There are several cultural practices and festivals within this region. Some are: Solved game A solved game
120-468: A legend in the Akan language and Twi , the language of the Akan people , about a man and a woman who played the game endlessly and, so as to be able to stay together and continue playing, they married. Reflecting traditional African values, players of oware encourage participation by onlookers, making it perhaps the most social two-player abstract. In recreational play, it is normal for spectators to discuss
150-477: A loss. If there are multiple options with the same outcome, perfect play is sometimes considered the fastest method leading to a good result, or the slowest method leading to a bad result. Perfect play can be generalized to non- perfect information games, as the strategy that would guarantee the highest minimal expected outcome regardless of the strategy of the opponent. As an example, the perfect strategy for rock paper scissors would be to randomly choose each of
180-443: A move in a given position, a game is not considered to be solved weakly or strongly unless the algorithm can be run by existing hardware in a reasonable time. Many algorithms rely on a huge pre-generated database and are effectively nothing more. As a simple example of a strong solution, the game of tic-tac-toe is easily solvable as a draw for both players with perfect play (a result manually determinable). Games like nim also admit
210-410: A non-final position as identical to the position that is one move away and best valued for the player whose move it is. Thus a transition between positions can never result in a better evaluation for the moving player, and a perfect move in a position would be a transition between positions that are equally evaluated. As an example, a perfect player in a drawn position would always get a draw or win, never
240-513: A rigorous analysis using combinatorial game theory . Whether a game is solved is not necessarily the same as whether it remains interesting for humans to play. Even a strongly solved game can still be interesting if its solution is too complex to be memorized; conversely, a weakly solved game may lose its attraction if the winning strategy is simple enough to remember (e.g., Maharajah and the Sepoys ). An ultra-weak solution (e.g., Chomp or Hex on
270-457: A sufficiently large board) generally does not affect playability. In game theory , perfect play is the behavior or strategy of a player that leads to the best possible outcome for that player regardless of the response by the opponent. Perfect play for a game is known when the game is solved. Based on the rules of a game, every possible final position can be evaluated (as a win, loss or draw). By backward reasoning , one can recursively evaluate
300-433: Is awari but one of the earliest Western scholars to study the game, Robert Sutherland Rattray , used the name wari . Following are the rules for the abapa variation, considered to be the most appropriate for serious, adult play. The game requires an oware board and 48 seeds. A typical oware board has two straight rows of six pits, called "houses", and optionally one large "score" house at each end. Each player controls
330-490: Is a game whose outcome (win, lose or draw ) can be correctly predicted from any position, assuming that both players play perfectly. This concept is usually applied to abstract strategy games , and especially to games with full information and no element of chance; solving such a game may use combinatorial game theory and/or computer assistance. A two-player game can be solved on several levels: Despite their name, many game theorists believe that "ultra-weak" proofs are
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#1732787160116360-429: Is able to force a drawn result. Bono region The Bono region is one of the 16 administrative regions of Ghana . It is as a result of the remainder of Brong-Ahafo region when Bono East region and Ahafo region were created. Sunyani , also known as the green city of Ghana, is the regional capital. Sunyani can pride itself as the cleanest capital city and a major conference destination. The region
390-437: Is forfeited since this would prevent the opponent from continuing the game, and the seeds are instead left on the board. (However, see discussion on Grand Slam variations below). In the adjacent diagram, the lower player would capture all the seeds in houses e , d , and c but not b (as it has four seeds) or a (since it is not contiguous to the other captured houses). The proscription against capturing all an opponent's seeds
420-459: Is related to a more general idea, that one ought to make a move that allows the opponent to continue playing. If an opponent's houses are all empty, the current player must make a move that gives the opponent seeds. If no such move is possible, the current player captures all seeds in their own territory, ending the game. The game is over when one player has captured 25 or more seeds, or each player has taken 24 seeds (draw). If both players agree that
450-444: Is skipped, and the twelfth seed is placed in the next house. The diagram shows the result of sowing from house E . Knowing the number of seeds in each house is, of course, important to game play. When there are many seeds in a house, sometimes enough to make a full lap of the board or more, they cannot easily be counted by eye, and their number is often guarded by the player who controls that house. This may be done by repeatedly moving
480-547: The Vrije Universiteit in Amsterdam in 2002; either side can force a draw. One commercial version was marketed in 1964 by 3M, as the board game Oh-Wah-Ree . Oware is perhaps the most widespread game in the mancala family of games. Considered the national game of Bono State , Ashanti City-State , and Antigua & Barbuda , oware is said to derive its name — which literally means "he/she marries" — from
510-799: The Brong Ahafo Region Co-ordinating Council (BARCC). Consequently, in the spirit of Article 255 of the 1992 constitution and Article 186 of the Local Governance Act, 2016 (Act 936 as Amended), the Bono Regional Co-ordinating Council (BRCC) is a new entity and thus replaces the BARCC. Because of this, it became necessary to inaugurate the BRCC to enable it to perform its functions accordingly. The political administration of
540-585: The West, some cheaper sets use oval-shaped marbles . Some tourist sets use cowrie shells . The game starts with four seeds in each house. The objective of the game is to capture more seeds than one's opponent. Since the game has only 48 seeds, capturing 25 is sufficient to win the game. Since there is an even number of seeds, it is possible for the game to end in a draw, where each player has captured 24. Example turn: The lower player prepares to sow from E . After sowing, e , d , and c are captured but not
570-481: The board. However, these proofs are not as helpful in understanding deeper reasons why some games are solvable as a draw, and other, seemingly very similar games are solvable as a win. Given the rules of any two-person game with a finite number of positions, one can always trivially construct a minimax algorithm that would exhaustively traverse the game tree. However, since for many non-trivial games such an algorithm would require an infeasible amount of time to generate
600-477: The deepest, most interesting and valuable. "Ultra-weak" proofs require a scholar to reason about the abstract properties of the game, and show how these properties lead to certain outcomes if perfect play is realized. By contrast, "strong" proofs often proceed by brute force — using a computer to exhaustively search a game tree to figure out what would happen if perfect play were realized. The resulting proof gives an optimal strategy for every possible position on
630-458: The game has been reduced to an endless cycle, the game ends when each player has seeds in his holes and then each player captures the seeds on their side of the board. A grand slam is capturing all of an opponent's seeds in one turn. There are variations to the rule that applies, which may be one of the following: Various other rules also exist. Variations allowing Grand slams to end the game are strongly solved by Henri Bal and John Romein at
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#1732787160116660-414: The game in progress and to advise the players. Games may provide a focus for entertainment and meeting others. The game, or variations of it, also had an important role in teaching arithmetic to African children. As a strategy game, Oware requires keen strategic insights for human players. However, computer analysis has shown that Oware (or Awari) is a solved game for which, with best play, either player
690-401: The members themselves. The current list is as follows: This area's topography is mainly characterized by a low elevation not exceeding 152 metres above sea level. It has moist semi-deciduous forest and the soil is very fertile. The region produces Cash crops like cashew, timber, etc., and food crops such as maize, cassava, plantain, cocoyam, tomatoes, and many others. Bono Region shares
720-444: The options with equal (1/3) probability. The disadvantage in this example is that this strategy will never exploit non-optimal strategies of the opponent, so the expected outcome of this strategy versus any strategy will always be equal to the minimal expected outcome. Although the optimal strategy of a game may not (yet) be known, a game-playing computer might still benefit from solutions of the game from certain endgame positions (in
750-400: The previous-to-last seed also brought an opponent's house to two or three, these are captured as well, and so on until a house is reached which does not contain two or three seeds or does not belong to the opponent. The captured seeds are placed in the player's scoring house (or set aside if the board has no scoring houses). However, if a move would capture all of an opponent's seeds, the capture
780-403: The region is through the local government system. Under this administration system, the region is divided into 12 MMDA's (made up of 0 Metropolitan, 5 Municipal and 7 Ordinary Assemblies). Each District, Municipal or Metropolitan Assembly, is administered by a Chief Executive, representing the central government but deriving authority from an Assembly headed by a presiding member elected from among
810-424: The rows need not be straight. When a board has a hinged cover like a diptych , the scoring houses may be carved into the two halves of the cover, and so be in front of the players during play. The ground may also be used as a board; players simply scoop two rows of pits out of the earth. In the Caribbean , the seeds are typically nickernuts , which are smooth and shiny. Beads and pebbles are also sometimes used. In
840-413: The seeds in the house. A player may count the seeds when contemplating a move; in such cases the last few are usually counted in the hand to avoid revealing their number. In Oware Abapa, capturing occurs only when a player brings the count of an opponent's house to exactly two or three with the final seed he sowed in that turn. This always captures the seeds in the corresponding house, and possibly more: If
870-429: The six houses on their side of the board, and the score house on their end. The game begins with four seeds in each of the twelve smaller houses. Boards may be elaborately carved or simple and functional; they may include a pedestal, or be hinged to fold lengthwise or crosswise and latch for portability and storage with the seeds inside. While most commonly located at either end, scoring houses may be placed elsewhere, and
900-525: Was created after the Ahafo region and Bono East region respectively have been carved out of the then Brong-Ahafo region. This was in fulfillment of a promise made by candidate Nana Akuffo Addo in his 2016 campaign activities. The implementation of plans for the creation of this region is seeded to the newly created Ministry of Regional Reorganization and Development under the leadership of Hon. Dan Botwe . Brong Ahafo Region in effect ceased to exist and so does
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