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Zatu Review Summary

Score Zatu

86%

Évaluation

Œuvre d'art
star star star star star
Complexité
star star star star star
Rejouabilité
star star star star star
Interaction
star star star star star
Qualité des composants
star star star star star



Wooden mancala game board with blue and amber glass stones in various wells. A black drawstring pouch with additional stones is nearby on a white surface.

Speculated by some to be over 7,000 years old, Mancala was popularised as a commercial board game in the 1950s and has since become one of the most underrated classic board games of all time. Known across the world by names such as Kalah, Wari and Bao, Mancala doesn’t just span the ages, but the entire globe, uniting cultures through its universal actions of counting, moving, storing, stealing and sowing.  

The key action in Mancala is the mancala mechanism itself. The Mancala board has two sides of six “pits”, with a larger player “store” at either end. A player chooses all of the stones in a pit on their side, and they place each of those stones one-by-one into each of the following pits, travelling anti-clockwise around the board. Those with less love for abstract games, or more love for agriculture, may characterise this as the sowing of seeds. If the last gemstone you sow on your turn falls into your store, then you get another turn immediately. 

I play the game using one of two main variants: “Capture” and “Avalanche” - though many more rules variants exist. 

Wooden mancala game board with blue and amber glass stones in various wells. A black drawstring pouch with additional stones is nearby on a white surface.

Speculated by some to be over 7,000 years old, Mancala was popularised as a commercial board game in the 1950s and has since become one of the most underrated classic board games of all time. Known across the world by names such as Kalah, Wari and Bao, Mancala doesn’t just span the ages, but the entire globe, uniting cultures through its universal actions of counting, moving, storing, stealing and sowing.  

The key action in Mancala is the mancala mechanism itself. The Mancala board has two sides of six “pits”, with a larger player “store” at either end. A player chooses all of the stones in a pit on their side, and they place each of those stones one-by-one into each of the following pits, travelling anti-clockwise around the board. Those with less love for abstract games, or more love for agriculture, may characterise this as the sowing of seeds. If the last gemstone you sow on your turn falls into your store, then you get another turn immediately. 

I play the game using one of two main variants: “Capture” and “Avalanche” - though many more rules variants exist. 

In Capture, if the last gemstone you place on your turn lands in any empty pit on your side, you then capture that stone plus all stones directly opposite on your opponent’s side, moving them all to your store and ending your turn.

Meanwhile, Avalanche uses a chaining mechanism, where, if the last gemstone you sow lands in a pit containing another gemstone, you pick everything up from that pit and start sowing again, potentially almost infinitely. 

It is in these small variant twists that Mancala really begins to show its worth. 

You must always weigh what will benefit you now against how the gemstones will be positioned for your opponent. You may need to avoid capture or set up your own chance of capturing. You may need to have a non-scoring turn to set up a large chain reaction, or you may just need to store as many gemstones as possible now. Every decision is small, but no one gemstone is irrelevant. 

The beauty of the game comes from its simplicity. Mancala is not buried under layers of rules, icons, or paragraphs of text. It presents you with everything it has the moment you see it, and then it tentatively asks you to look beyond the game’s simple mechanics to a wider picture. 

The mesmerising pattern of moving stones is almost calming - and for me, Mancala has become one of those games that I consider perfect to play whilst sitting and chatting with an old friend. It’s got just enough happening that it brings you together, but is simple enough that the bond between players can still take centre stage. Honestly, it’s a game I even quite enjoy playing just before bed, approaching the game as intensely or as gently as my mind needs things to be. 

Even with the game’s simplicity, it still has a level of strategy that feels more intellectually stimulating than Gomoku and more immediately satisfying than chess. 

Strategy in Mancala can be whimsical or methodical, emotionally intense or intellectually stimulating. Regardless of how it exists, it is ever-present within the game. There’s the simple but satisfying act of counting the gemstones, working out exactly where your final stone will land and what it will leave behind. There’s the quiet tension of predicting what your opponent will prioritise in their opportunity cost of possible moves. Will they move for an extra turn? Will they block your capture? Will they notice that one pit you have very deliberately set up as a trap? If you let them, tactics can be at the centre of every decision. 

The most rewarding part of the game is the fulfilment you can get from the pay-off that comes with a perfectly calculated set of turns. When you manage to complete multiple avalanche rotations around the board, or force your opponent into a position where capturing eight of their gemstones in one turn becomes unavoidable? It feels utterly sublime - knowing you organised all of these tiny, little gemstones in a way that brings all of your plans together, with every previous turn, no matter how small or fruitless it was, feeling like it has led to this one. 

In a way, the simplicity and the strategy of Mancala act as foils to each other, each making the other feel rewarding, and each ensuring that your moment of pay-off becomes a refreshing change of pace in a game that lulls and ebbs like a still yet powerful ocean. It is peaceful until each player decides that it shouldn’t be. It is gentle until suddenly all of the stars - I mean, gemstones - line up, and someone is able to sow forth to a devastating climax. 

Mancala weirdly seems to have a larger table presence than would appear on the face of it. Playing it makes you feel connected to a wider legacy of gaming, spanning not only time and distance, but age, too. I can easily picture a great-grandchild playing this game with their great-grandparent and looking back on it fondly as they grow up. On face value, Mancala is a little bit of wood and some pebbles, but really it’s just a piece of tangible human connection - something that can bring people together through all of life’s anxieties and rituals. And it only takes 10 minutes to play! 

Of course, this might not be for folks who hate an abstract game, and it probably isn’t for folks who prefer games with 20 different mechanics they can choose from and combine each turn… but if you’re one of those people I’d still recommend trying a game which incorporates the mancala mechanic within its wider gamespace, like Crusaders: Thy Will Be Done, Five Tribes or Istanbul.

Mancala is a simple, calming and tactical game with a quiet, understated brilliance. It’s not a game that screams for your attention, but it absolutely rewards it. For me, it’s one of those rare games that feels both clever and comforting at the same time - a tiny, little wooden ritual of counting gemstones, blocking your opponent, and occasionally pulling off something that feels far more glorious than it has any right to. 

Zatu Review Summary

Score Zatu

86%

Évaluation

Œuvre d'art
star star star star star
Complexité
star star star star star
Rejouabilité
star star star star star
Interaction
star star star star star
Qualité des composants
star star star star star

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