The Wonderful Oware! Book

from the Preface to the book:

About This Book

This book is intended to be much more than the usual manual for using the computer to play a game. Of course, we do give the rules of the game oware (wari) following the standard Asante set given by Bennett (see Appendix seven) and recapitulated, in essence, by Herskovits, Murray, Sawyer and Adler. We also provide detailed instruction on how to use all the facilities of the computer program, which should serve to enrich the pleasures of learning, playing and mastering the game.

In addition, it is our hope that this book will become the definitive source text on the game and its history and cultural significance, containing, as it does, all the important documents by modern historians and anthropologists. Our researches have found all other writing on the subject to be either properly referenced and subsumed in our source documents, or to be recapitulation, up to plagiarism, of material from our sources, or insignificant, being no more than the specification of the rules of play and tips on tactics in one variant or another.

Our account of the trail leading to all these documents and the excitement we experienced in finding them should help to bring everything into perspective and give the reader some impression of the power available in conducting such research, thanks to modern technology, such as the Internet, and the collaborating institutions in the InterLibrary Loan Service.

We also have a very brief discussion of the programming techniques employed in the computer version and a little food for thought on the nature of machine "intelligence." It is hoped that this will inspire interest in programming in the serious sense, amplifying our intellects, as Fano said, just as mechanical devices magnified our muscles.

TABLE OF CONTENTS

Acknowledgements        i

Preface iii
        How to Install Oware!   iii
        A Note to Parents and Teachers  iii
        About This Book iv

How to Play Oware       1

How to Play Oware!      4
        The Screen Layout       4
        Playing the Game        10
        What the Menus Offer    12
        Controlling Play        18

The Name of the Game    23
        Changing Names  30
        What Makes Oware! So Smart?     32

Strategy and Tactics    35
        Offensive Tactics       35
        Defensive Tactics       40
        Principles of Play: Strategy    42
        An Example Game 48

Appendices      54
        One - The Starting Point (Adler)    55        {See Note 1 Below}
        Two - Before the Starting Point (Sawyer)   59     {Note 2} 
        Three - The Main Source (Murray)    64            {Note 3}
        Four - The First Anthropologist (Culin)   91      {Note 4}  
        Five - The Second Anthropologist (Herskovits) 111 {Note 5}
        Six - Wari in the New World (Herskovits)    121   {Note 6}
        Seven - The Best Rule Set (Bennett)    148        {Note 7}
Biographies     160
        Dr. Irving Adler        161
        Stewart Culin   161
        Melville J. Herskovits  165
        H. J. R. Murray 173
        W. W. Sawyer    174

References and Further Reading  175

Index   180
Note 1: The passage from Adler's Magic House of Numbers (1957) describing the game.

Note 2: A note from Sawyer, who was teaching at University College, Achimota, the Gold Coast (Ghana), to the Mathematical Recreations feature in Scripta Mathematica XV, 1949

Note 3: The entire introduction on Mancala Games and much of the section on Mancala II games of the Oware type from Murray's classic, The History of Board Games Other than Chess 1952

Note 4: Published 100 years ago, the "field work" was done at the 1893 Chicago World's Fair! One of the first attempts to portray the whole gamut of Mancala games. Culin was also the first to use games as a cultural marker which Herskovits further developed.

Note 5: Herskovits' paper titled Adji-boto. Herskovits may well be the greatest student of African and African-American culture in the U. S. He certainly was among the earliest. In 1928 he went to the village of Beidotti on the upper Suriname River in Dutch Guiana to study the Saramaccaner tribe. These are one of the groups of Africans who escaped from their captors and established a new society based on their ancestral cultures in the South American bush. He notes that adji-boto resembles a game played in Dahomey and the game played by the people on the Guiana coast, awari, resembles the Ashanti game wari (oware).

Note 6: Herskovits went back to Dutch Guiana to study the Djukas at Paramaribo on the coast. He then tracked the Ashanti game all across the Caribbean, noting the local variations on the rules and the different cultural uses made of the game. A fascinating paper which reads rather like a detective story.

Note 7: Captain Robert S. Rattray was an anthropologically trained colonial administrator in the Gold Coast in the early part of this century. In 1928 he published Religion and Art in Ashanti which includes this chapter, Wari, by Dr. G. T. Bennett. It contains the earliest and best description of the rules, strategy and tactics in English. The Ashanti rules are used by OWARE!
 

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