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OverviewZig Zag is a semi-multi-lap mancala game for 2 players, by Clark D. Rodeffer & Amanda J. L. Rodeffer. RulesThe game begins with empty storehouses and 5 seeds in each of the 12 pits. fred [0] <--- seeds captured by fred A B C D E F
+----+----+----+----+----+----|
| 5 | 5 | 5 | 5 | 5 | 5 |
+----+----+----+----+----+----+
| 5 | 5 | 5 | 5 | 5 | 5 |
+----+----+----+----+----+----+
a b c d e f
sue [0] <--- seeds captured by sue Each player, on their turn, lifts all of the seeds from one of the
non-empty pits on their own side of the board, and sows them, one at a fred [0] A B C D E F
+----+----+----+----+----+----|
| 5 | 6 | 5 | 6 | 5 | 6 |
+----+----+----+----+----+----+
| 0 | 5 | 6 | 5 | 6 | 5 |
+----+----+----+----+----+----+
a b c d e f
sue [0] What happens next depends upon where the last seed lands. For example, in the above diagram, if fred lifts the 6 seeds from pit D, he would sow (zig zag, beginning toward the center line) into c-B-a-A-b-C. Then since the last seed fell into a non-empty pit on his own side of the board, he would lift the 6 seeds from pit 'c' and continue sowing d-E-f-F-e-D. The board would then look like this: fred [0] A B C D E F
+----+----+----+----+----+----|
| 6 | 7 | 0 | 1 | 6 | 7 |
+----+----+----+----+----+----+
| 1 | 6 | 7 | 6 | 7 | 6 |
+----+----+----+----+----+----+
a b c d e f
sue [0] 3) If the last seed of the current lap falls into an empty pit on the
opponent's side of the board, the mover captures all of the seeds (if any) For example, in the above diagram, if sue lifts the 7 seeds from pit e, she would sow (zig zag, beginning toward the center line) into pits D-c-B-a-A-b-C. Since the final seed fell into an empty pit on her opponent's side of the board, she gets to capture the eight seeds from pit c and place them into her storehouse. The board would then look like this: fred [0] A B C D E F
+----+----+----+----+----+----|
| 7 | 8 | 1 | 2 | 6 | 7 |
+----+----+----+----+----+----+
| 2 | 7 | 0 | 6 | 0 | 6 |
+----+----+----+----+----+----+
a b c d e f
sue [8] Restriction: If your opponent sowed a non-capturing single seed into an
empty hole on your own side of the board across the center line, you
are not allowed to sow the same seed back where it came from unless it
will capture seeds. This is to prevent endless cycles before the end of
play, but (to mix metaphors) such a maneuver might be used tactically
as a ko threat to force an opponent into zugzwang. The player who captures the most seeds wins. Due to the nature of the zig-zag moves, the current player is guaranteed to have at least one valid move on their side of the board unless there are two or fewer seeds remaining. HistoryThis is Zig Zag version 1.0.0 by Clark D. Rodeffer & Amanda J. L. Rodeffer, January 31, 2007. Implementation by Cameron Browne. Help file by Cameron Browne and Clark D. Rodeffer. |