Kalah
ゲーム種別: 2列マンカーラ(2つの貯蔵庫あり・米国式)— 1周限りの反時計回り種蒔きで自分の貯蔵庫も通過する; 自分の貯蔵庫に最後の石が落ちると追加ターン; 自分の空いた穴に最後の石が落ちると向かい側の敵の穴の石を獲得; 終局時は盤上の残り石を相手側に集める。
概要
Kalah (widely marketed simply as Mancala in North America and Kalaha in German-speaking Europe) was designed in 1940 by William Julius Champion Jr., an alumnus of Yale University. Champion began selling sets commercially in 1944, secured United States design and mechanical patents in 1952 and 1955, and founded the Kalah Game Company in Holbrook, Massachusetts in 1958. In 1959, Kalah entered computing history when MIT students implemented it on the DEC PDP-1, making it the first mancala game played over an early digital computer network. Today, the game remains a staple in game theory and artificial intelligence research, with smaller configurations having been completely solved.
Although commercial packaging frequently attributed ancient African origins to the game, Kalah is a direct mid-century adaptation of the single-lap Dakon tradition native to Java, Indonesia. Over the decades, it spawned numerous commercial imitations and spin-offs, notably Conference (Mieg's, 1965), Sahara (Pelikan, 1976), and Bantumi, which reached millions of mobile users worldwide preloaded on Nokia cellphones around 2000.
盤面
- 段/列: 2
- 1列の穴の数: 6
- 貯蔵庫: 2つ large end basins ("kalah"), one at each end
- 開始時の1穴あたりの石: 4 in standard modern play (3 for novices; 5 or 6 in Champion's advanced "expert" rule)
- Each player owns the six pits on their side of the board and the kalah situated to their right.
遊び方
- Play proceeds counter-clockwise. On a turn, a player picks up all the 石 from one of their own pits and distributes them one by one into subsequent pits and into their own kalah, skipping the opponent's store entirely.
- Bonus turn: If the final seed drops directly into the mover's own kalah, the player earns an immediate extra turn.
- If the final seed falls into an opponent's pit or into an already-occupied pit on the player's own side, the turn concludes without a capture.
- Capture: If the final seed lands in an empty pit on the player's own side, the player captures that seed alongside all 石 residing in the directly opposite opponent's pit, transferring them all into their kalah. If the opposite pit contains no 石, nothing is captured. Any capture immediately concludes the turn.
終局と勝利
- The game terminates the instant one player's six pits are completely empty.
- The remaining 石 resting on the opponent's side are swept up and claimed by that opponent into their kalah.
- The player who has amassed the greater total of 石 in their kalah wins the game.
変化
- Empty Capture: Allows the landing seed to be captured into the player's kalah even if the facing opponent hole is empty.
- Turn-based finish: Some casual rules delay the game end until a player's actual turn arrives and they are unable to move.
- Unscored leftovers: Some house rules set aside remaining board 石 without awarding them to either player.
- Pie rule: Used in competitive online play to counter the first-player advantage: after player 1 makes the opening move, player 2 may elect to swap sides.
注記
- Today, Kalah sets range from mass-market folding wooden and plastic boards to hand-carved fairtrade artisanal craft sets.
- Champion ardently advocated the game's cognitive and educational merits; the Kellog Electronic Research Academy in Chicago successfully incorporated Kalah exercises into therapeutic programs helping children overcome dyscalculia.
Source: Mancala World – Kalah