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Bao Introduction to Bao Purpose of this Article This leaflet is meant for people who want to learn about the East-African game known as Bao, and who want to know how to play this fascinating game. The most important and most common rules are presented here in a logical order. Additionally, some notes on tactics and a few sample games from the Zanzibar 1994 Championship are presented. Mancala Bao is what we call a mancala game. Mancala is the term to denominate games with one shared characteristic: moves are not executed as in chess or checkers, instead moves are executed by sowing seeds (or other other playing pieces) into holes. Mancala games occur mainly in Africa and Asia, and in parts of the New World settled by natives of those regions. Wari is another Mancala game that is reasonably well known in Europe and America. Wari is also known as Owari, Awari or Awele. Wari originates in West Africa while Bao is played in East Africa (Tanzania). Bao is very popular in Zanzibar, even more popular than soccer. Bao is reckoned to be the most complicated of all mancala games: not only because of the complexity of the rules, but also because of the strategies and tactics it offers to its players. It is one of the most attractive mancala games to play. Together with Wari it is the only mancala game to have championship tournaments. This article may be your first step to discovering the pleasure Bao has to offer. Characteristics of Bao

Bao Game Rules and Tactics

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Bao

Introduction to Bao

Purpose of this Article

This leaflet is meant for people who want to learn about the East-African game known as Bao, and who want to know how to play this fascinating game. The most important and most common rules are presented here in a logical order. Additionally, some notes on tactics and a few sample games from the Zanzibar 1994 Championship are presented.

Mancala

Bao is what we call a mancala game. Mancala is the term to denominate games with one shared characteristic: moves are not executed as in chess or checkers, instead moves are executed by sowing seeds (or other other playing pieces) into holes. Mancala games occur mainly in Africa and Asia, and in parts of the New World settled by natives of those regions.

Wari is another Mancala game that is reasonably well known in Europe and America. Wari is also known as Owari, Awari or Awele. Wari originates in West Africa while Bao is played in East Africa (Tanzania). Bao is very popular in Zanzibar, even more popular than soccer. Bao is reckoned to be the most complicated of all mancala games: not only because of the complexity of the rules, but also because of the strategies and tactics it offers to its players. It is one of the most attractive mancala games to play. Together with Wari it is the only mancala game to have championship tournaments. This article may be your first step to discovering the pleasure Bao has to offer.

Characteristics of Bao

Bao (Swahili for 'wood', 'planck') is played in Zanzibar and on the mainland of Tanzania. It is mainly played by men in clubs (because boards are too expensive for individuals to afford).

One of the characteristics of Bao is that the situation on the board can change dramatically with each move. So it is hard to say which player has the advantage just by looking at a position on the board. The rapid changes also make it difficult to plan ahead.

The board has four rows containing eight holes. Each player owns the two rows closest to him/her (since the game is played by males in Africa I will refer to 'he/him' throughout this text). Each player has a front and a back row. The aim of the game is to either clear your opponent's front row of all seeds or make it impossible for him to move.

The Rules

Frequently in Bao several rules are applied at the same time. In those situations, it is important to apply the rules in the correct order. The hierarchy of the rules is of extreme importance. In this leaflet I will present the rules in as logical an order as possible. After reading and playing the rules you can use the scheme presented below to clarify the order of application of the rules when various rules come into conflict.

Variations in Rules

The rules presented here were collected by Alex de Voogt between 1991 and 1995. He was helped by Bao masters from Zanzibar. It is very possible that you will encouter different or additional rules to the ones presented here. These variants can be a lot of fun to play, but they are not the rules used during championship tournaments. In this article, I will only present the official rules as Alex de Voogt describes them.

The Beginning

Diagram 1 presents a view of a Bao board as seen from above. The rectangular holes called nyumba are clearly shown. The top two rows belong to your adversary; the bottom two are yours in this article.

diagram 1: the Bao board seen from above (note that this image has not yet been reproduced. Instead, we present a textual version using the numeral 1 to indicate the nyumba and 0 to represent all other holes)

0 0 0 0 0 0 0 0

0 0 0 1 0 0 0 0

0 0 0 0 1 0 0 0

0 0 0 0 0 0 0 0

In diagram 2 you see the same board, with the holes replaced by numbers. A 'zero' means that there are no seeds in the hole, any other number represents that number of seeds in that hole.

diagram 2: schematic representation of the Bao board in the starting position

0 0 0 0 0 0 0 0

0 2 2 6 0 0 0 0

0 0 0 0 6 2 2 0

0 0 0 0 0 0 0 0

As you see, each player has ten seeds at the start. The seeds are called kete (plural: kete). The other 22 seeds are kept off the board and are brought into play one by one. The process of introducing the additional kete divides a Bao game into two stages. During the first stage each player brings one seed into play each turn. This is called the Namua stage. If you win during the namua, you win mkononi ('in hand') because there are still seeds left in hand to bring into play.

If there is no winner during the first stage, players keep on playing with the seeds on the board until there is a winner. This is called the Mtaji stage. There are no draws in Bao. Theoretically, draws are possible, however, when, for example, a move sets up an endless cycle.

In presenting the rules, I will begin by explaining namua, the first stage. After that I will present the mtaji stage.

Goal of the Game

Before starting I would like to repeat the victory conditions of the game. In order to win you must either deplete the front row of your opponent or deprive him of all legal moves.

Namua Stage

Enter from the Stock

To start your move you have to look for a hole on your front row that already contains one or more seeds. Ignore the empty holes. Now select a hole with seeds that has an opposing hole that also contains one or more seeds. Ignore the occupied holes with empty opposing holes.

Take a seed from your stock and put it in the hole you have selected. Take the seeds in the opposing hole. Now you have captured these seeds.

To repeat, in order to capture seeds from the opponent you must satisfy three conditions:

there must be one or more seeds in your own hole in the front row

there must be one or more seeds in the opposing hole in his front row

you put one seed from your stock into the appropriate hole in your front row

Diagram 3 shows a situation in which you can capture:

diagram 30 0 0 0 0 0 0 0

1 0 1 8 1 2 0 0

0 0 0 0 7 0 2 1

0 0 0 0 0 0 0 0

You own the bottom two rows. You can capture by taking a seed from your stock and placing it into the hole with seven seeds. Now this hole contains eight seeds. Take the seed from the opposing hole. Now you have captured that seed. The next section describes what to do with captured seeds.

You Must Capture If You Can

It is important to know that you have to capture if there is a possibility to do so. Let's return to diagram 3. The capture that the player executed was the only possible one. Although he had other holes with seeds, none of them had seeds in the opposite holes.

Entering Captured Seeds

In diagram 3 you just captured a seed. In Chess or Checkers the opposing pieces are removed from play; in Bao the captured pieces (seeds) are brought back into play immediately.

Put the captured seed in the extreme left or right hole of your front row. These holes are called kichwa (literally 'head').

Let us reconsider diagram 3. If we enter the captured seed in the extreme left hole, the situation in diagram 4 arises:

diagram 4: entering the captured seed in the left hole

0 0 0 0 0 0 0 0

1 0 1 8 0 2 0 0

1 0 0 0 8 0 2 1

0 0 0 0 0 0 0 0

The seed is entered in the left kichwa. Because it landed in an empty hole, the move ends here.

NB: captured seed(s) are always entered in the first hole, known as the kichwa, never in the second or another hole.

Entering More Than One Seed

We have seen a situation in which we captured one seed and entered it in our front row.

Suppose we capture a hole with more than one seed, what will happen? Take all the seeds en sow them in your front row, beginning in the left or right kichwa.

Sowing means that one seed is put in the hole that lies next to the hole that received the previous seed. Always sow one seed a time and never skip a hole.

See diagram 5. Capture the three seeds opposing the hole with seven seeds.

diagram 5: capturing more than one seed

0 0 0 0 0 0 0 0

1 0 1 8 3 2 0 0

0 0 0 0 7 0 0 0

0 0 0 0 0 0 0 0

If you capture by placing a seed in the hole and taking the opposite seeds, then the situation in diagram 6 will occur:

diagram 60 0 0 0 0 0 0 0

1 0 1 8 0 2 0 0

0 0 0 0 8 0 0 0

0 0 0 0 0 0 0 0

Sow the seeds you just captured, starting from the left side. The result is diagram 7:

diagram 70 0 0 0 0 0 0 0

1 0 1 8 0 2 0 0

1 1 1 0 8 0 0 0

0 0 0 0 0 0 0 0

The last seed falls in the third hole from the left. The move then ends, because the last seed fell in an empty hole. It is also possible to enter the seeds from the right side. In that case, we end up with the siuation in diagram 8:

diagram 80 0 0 0 0 0 0 0

1 0 1 8 0 2 0 0

0 0 0 0 8 1 1 1

0 0 0 0 0 0 0 0

The last seed falls in the third hole from the right (which is the sixth from the left).

Kichwa and Kimbi

Until now I presented situations were you could choose whether to enter the seeds from the left or the right. But there are situations in which you can not choose. You cannot choose if you capture seeds from the two holes on either end of the board. In that case, you must enter the captured seeds on the same side where you captured them. These two holes on the extreme left and right have special names. The outer ones we already know as kichwa. The second holes from left and right we call kimbi.

To make this new rule clearer, see diagram 9:

diagram 90 0 0 0 0 0 0 0

4 3 1 8 0 2 5 6

1 2 0 0 8 0 3 4

0 0 0 0 0 0 0 0

If you capture by placing the seed from your stock in the hole with one seed, you capture four seeds. These four seeds have to be sown from the left; you are not allowed to sow them from the right. If you capture the three seeds opposing your two, you also must sow them beginning in hole one. If you capture the five seeds opposing your three, you must start sowing from hole eight (the kichwa from the right). If you capture the six seeds opposing your four, you also must enter them starting from the right side.

The result of these capture possibilities I present in diagrams 10, 11, 12 and 13. For convenience, only the front rows are shown, because there are no seeds in the back rows.

diagram 10: after capturing the first hole from the left

0 3 1 8 0 2 5 6

3 3 1 1 8 0 3 4

diagram 11: after capturing the second hole from the right

4 3 1 8 0 2 0 6

1 2 0 1 9 1 5 6

diagram 12: after capturing the second hole from the left

4 0 1 8 0 2 5 6

2 4 1 0 8 0 3 4

diagram 13: after capturing the first hole from the right

4 3 1 8 0 2 5 0

1 2 1 1 9 1 4 6

Capturing with Captured Seeds

Yes, the above title is true: if you capture seeds, they immediately change sides and can capture even more opposing seeds!

In diagrams 10 through 13, the last seed ends in an empty hole, ending the move. In some situations the last seed to be sown falls in a hole already containing seeds. If this happens you can capture the seeds in the opposing hole. Of course, this can only happen if there are seeds in the opposing hole. If there are none, then take all the seeds from this last hole and sow them again, sowing in the same direction.

NB: If you captured a kichwa or kimbi, the direction of sowing can change according to the kichwa and kimbi rule presented above.

Remember that you always keep on sowing or capturing. Your turn can only end when your last seed falls in an empty hole.

Multiple Captures

By capturing with captured seeds, multiple captures are possible. To explain this multiple capturing, see diagram 14. Enter a seed in the hole that contains two seeds and capture the opposing three.

diagram 140 0 0 0 0 0 0 0

0 3 4 8 0 2 5 6

0 2 1 0 8 0 3 4

0 0 0 0 0 0 0 0

Because it is a kimbi hole, you must start sowing from the left kichwa.

You capture the three opposing seeds. Because it is a left sided kimbi hole, you start sowing on the left side. The last of the three seeds ends in the third hole. This hole already contains one seed, so you capture the four seeds of your opponent. Take these then and start sowing from the left. You have to start on the left, because you were already sowing in that direction. The last of those seeds falls in the fourth hole. Because the fourth was empty, the move ends.

diagram 15: result of capturing the second hole in diagram 14

0 0 0 0 0 0 0 0

0 0 0 8 0 2 5 6

2 5 3 1 8 0 3 4

0 0 0 0 0 0 0 0

Now, go back to diagram 14 and capture the right side kichwa. After completing all sowing you will get the postion in diagram 16 as a result.

diagram 16: result of capturing the eight hole from the left in diagram 14

0 0 0 0 0 0 0 0

0 3 0 8 0 2 5 0

1 3 3 2 0 2 5 7

1 1 1 1 1 1 0 0

To Keep on Sowing

In some situations the last seed won't fall in an occupied hole having seeds in the opposite hole. Take a look at diagram 17.

diagram 170 0 0 0 0 0 0 0

1 0 0 7 0 0 0 2

0 2 3 2 0 2 5 0

0 0 0 0 0 0 0 0

You capture the seven seeds from your opponent. If you start sowing from the left, you will end with your last seed in the seventh hole. It is not empty, so your move doesn't end, but there's nothing to capture either. In that case take all of the seeds from that hole (there are now six) and start sowing again, not changing direction and starting with the very next hole. In this case you will end up in the back row, the fourth hole from the left. You can see this result in diagram 18.

diagram 18: result of capturing the seven seeds, starting from the left

0 0 0 0 0 0 0 0

1 0 0 0 0 0 0 2

1 3 4 4 1 3 0 1

0 0 0 1 1 1 1 1

If you capture the seven seeds and start sowing from the right, you will eventually end up in the back row, the third hole from the left.

To Sow Around the Corner

In the situations above there were more seeds to sow than there were holes. In that case, you keep on sowing in the back row. It is even possible to return to the front row, again, if you have enough seeds!

No Capturing = Takasa

In some situations, you can not start a move by capturing opposing seeds. Take a look at the starting positions (diagram 2) and you will know what I mean.

Moves where you cannot start with a capture we call takasa.

If you can't start with a capture, just put a seed in one of your holes with one or more seeds, take all seeds and start sowing them. Keep on sowing until your last seed encounters an empty hole. During the move, no captures are allowed! This is because you didn't start with a capture.

Rules of the House, Nyumba

The nyumba (Swahili for 'house') is the hole marked with a rectangle. This is always the fifth hole from the left on the front row.

The nyumba ceases to be a nyumba as soon as the seeds it contains are sown. After that it is an ordinary hole just as all other holes.

The nyumba has some special rules that add flavor to the game. These rules concern, amongst others, keeping on sowing and emptying the nyumba in takasa situations. These special rules do not apply if you have fewer than six seeds in your nyumba.

To Stop Sowing

In the above paragraph 'To Keep on Sowing' I told you that you have to continue sowing if your last seed falls in an occupied hole with a hole opposite with no seeds. The nyumba is an exception to this rules. If the last seed falls in the nyumba and the opposing hole is empty, the player may end his turn if he wishes. The opponent then starts his move. See diagram 19.

diagram 19: capture the four seeds and start sowing from the right

0 0 0 0 0 0 0 0

0 1 2 10 4 4 0 0

2 1 0 0 12 0 0 0

0 0 0 0 0 0 0 0

You take the four seeds opposing your nyumba (the nyumba is underlined) and start sowing from the right. Now your last seed falls in the nyumba. According to the rules, you may either start sowing the seeds or you may stop. If you continue sowing, you will end up capturing no other seeds. So, in this case, you decide to stop and wait for better chances in later turns.

Why Stopping?

As I already said, sometimes it is advantageous to wait for better times. If you sow the seeds from your nyumba at the right time, the result can be devestating.

For example, take a look at diagram 20.

diagram 20: the opponents turn: he must capture the seed

0 0 0 0 0 0 0 0

0 1 2 16 0 0 2 0

2 1 0 0 14 0 0 1

0 0 0 0 0 0 0 0

Your opponent has no choice: he has to capture the seed and put it in his right side kichwa, thus ending his turn since it was empty. The result is to be seen in diagram 21:

diagram 21: end of your opponents turn. Now you must capture

0 0 0 0 0 0 0 0

1 2 2 16 0 0 2 0

2 0 0 0 14 0 0 1

0 0 0 0 0 0 0 0

Now you capture the seed opposing your two seeds. You enter the seed in you left side kichwa. This captured seed is automatically your last seed. The hole is not empty and since now there is nothing left to capture, so you take the four seeds and start sowing them ending in the nyumba. If you decide to sow the seeds fom your nyumba you will capture all other seeds from your opponents front row. We call this Bao Hamna: clearance of the front row. You win!

Sowing the seeds from your nyumba at the right time is very tricky to do. It is like a climax and is one of the focal points of the Bao game.

A Takasa Situation with Only Your Nyumba Remaining

This is the second special rule concerning the nyumba. Take a look at diagram 22. In this situation you cannot make a capture.

diagram 22: only the nyumba left in a takasa situation

0 0 0 0 0 0 0 0

0 1 2 9 0 2 0 0

0 0 0 0 9 0 0 0

0 0 0 0 0 0 0 0

If the nyumba is the only hole left and you can't capture, place a seed in your nyumba then take out two seeds and sow them to the left or to the right.

Always remember that these special rules do not apply if there are less than six seeds in your nyumba.Summary of the Most Important and Frequently Used Rules

you have to capture if you can

entering captured seeds must be done in the front row from the first hole from the left or right

you have no choice whether to start from the left or right when:

you captured a kichwa or kimbi hole

you have already sown in a direction

if the last seed ends in an occupied hole, capture the opposing seeds

if there is nothing in the opposing hole, take the seeds from you holeand sow them in the same direction

your move ends when your last seed falls in an empty hole.

Mtaji Stage

The mtaji stage begins when the namua stage ends. That means that you start the mtaji stage when all seeds in the stocks have been brought into play. The mtaji stage is not very different from the namua stage.

Capture

In the mtaji stage you must capture if you can. Because no more seeds can be brought into play, you must take a hole that, after sowing the contents of it, ends with the last seed falling in a hole having a hole with seeds opposing it. The opposing hole is called mtaji (plural: mitaji).

So we can conclude:

sow seeds from a hole (that may be a hole from the front or back row)

the last seed from that hole must end in a hole in the front row having one or more seeds

there must be one or more seeds in the opposing hole (mtaji)

the seeds in the mtaji are captured

playing singletons (holes with only one seed in it) is not allowed

if there is no mtaji, you play takasa (which will be explained later)

In diagram 23 you have two possible mitaji. You can play your three seeds to the right and capture five, or you can play your nine seeds to the right (sowing around the corner) and capture six.

diagram 230 0 0 0 0 0 0 0

0 0 0 0 5 6 0 0

0 3 0 0 4 1 0 0

0 9 0 0 0 0 0 0

Takasa

In the mtaji stage it is not uncommon to have situations in which no captures are possible. This can be because there are no occupied holes with occupied holes on the opposite side (mtaji), or because there are no holes that when sown would end opposite mtaji.

These situations are called takasa. In that case, a player must take a hole from the front row and sow it to the left or right. During the move captures are not allowed, just as in the namua stage.

If there are no occupied holes in the front row, you may sow a hole from the back row.

Take notice: you may never start by sowing a singleton hole.

If there is a hole that is the only mtaji left for your opponent (mtaji moja), than this hole may not be sown in a takasa situation. In diagram 24 your opponent has a takasa situation. This means that he must sow his five or six seeds. Because you have only one mtaji left (the hole with four seeds), he may not sow his five seeds. So your opponent must sow his six seeds to the left or the right.

diagram 240 0 0 0 0 0 0 0

0 0 0 0 5 6 0 0

0 3 0 0 4 1 0 0

0 7 0 0 0 0 0 0

Notation

In order to facilitate writing down the moves, we designed a notation system in cooperation with Bao masters. In this system every hole has a number: one to eight for every row. The front row is called 'A' (or 'a' for your opponent), the back row is 'B' (or 'b' for your opponent). The difference between the capital and small letters is the difference between black and white in Chess. 'L' means playing (to the) left, 'R' means playing (to the) right. '>' means that the seeds of the nyumba are sown. So 'A5R>' means a seed is put in the fifth hole from the left on the front row, capturing opposing seeds and entering those seeds sowing them fromt he right. '*' means that there is no capturing (takasa). So 'A3R*' means that the seeds in the third hole from the left are sown to the right, because no capturing was possible.

diagram 25: the numbers of the holes and the names of the rows

8 7 6 5 4 3 2 1b

8 7 6 5 4 3 2 1a

1 2 3 4 5 6 7 8A

1 2 3 4 5 6 7 8B

Glossary

(From: Limits of the Mind, Alex de Voogt)

Bao

1. Game of Bao; 2. board; 3. goal (scored in soccer)

Bao Hamna

1. victory; 2. clearance (hamna = there is not)

kete

seed(s) used in Bao. The seeds are from the Mkomwe tree

kimbi

second and seventh hole in the front row

kichwa

1. Far-end hole on either side; 2. head

mkononi

'in the hand' victory within 22 moves (44 turns) when all of the kete have not been brought into the game

Piga Tanji

to attack several houses at the same time

singleton

hole containing one seed

takasa (or takata)

to play without capture

takasia

to play without capturing while forcing the opponent to play without capturing, after which is it possible to capture

Tactics of Bao

Tactical Combinations

We have now learned the rules to use in a game of Bao and how to apply them. Let's continue and learn what are the best moves too play.

You will find out that learning to play Bao in the best way will take a lifetime, just like Chess, Checkers, Go and all the other fascinating abstract boardgames. Yet, a teacher of, for example, Chess will be able to explain the difference between a smart move and not. He will tell you something about conquering the center of the board, trying to castle as soon as possible, etc. I will also try to give you some guidelines and general instructions about what is smart to do. But always keep in mind that sometimes it can be better not to follow the general instructions I present here, just as sometimes it can be wise to give away a chess piece in order to gain an advantage.

I will use parts of Alex de Voogt 's book, Limits of the Mind (see Literature) in explaining the most widely used tactics.

Tactical Moves

It is important to recognise certain situations in order to be able to apply a certain tactical moves. Those situations are presented here. When you are able to understand and recognise a situation when a given tactical move is appropriate, you can force the opponent to play in such a way that the desired situation will be created.

The Nyumba

"The nyumba is central during the first part of the Bao game. Most situations seek to develop and empty the nyumba most profitably. In order to acquire skill in the defence and development of the nyumba one is required to know the various combinations that empty the house, since it cannot be emptied withut a preceding capture." (De Voogt 1995, p.55)

Combinations to the nyumba: short flank

We begin with the situation that you will easily recognise. The 'x' stands for the fact that you don't know the exact number of seeds in that hole.

diagram 260 0 0 0 0 0 0 0

0 0 0 x 0 0 0 1

0 0 0 0 x 0 0 1

0 0 0 0 0 0 0 0

When you play A8 the last seed will end in hole A5. Because a4 is empty, you have to choose whether to play the nyumba or to end the move. If you have 17 seeds then you can capture the nyumba of the opponent. A variant of this situation is diagram 27:

diagram 270 0 0 0 0 0 0 0

0 0 0 x 1 0 0 1

0 0 0 0 x 0 0 1

0 0 0 0 0 0 0 0

Playing A5R you can play the nyumba again.

The last variant is:

diagram 280 0 0 0 0 0 0 0

0 0 0 x 1 0 0 0

0 0 0 0 x 0 0 2

0 0 0 0 0 0 0 0

Play A5R to play the nyumba.

Combinations to the nyumba: long flank

These combinations are less frequent and are more difficult to create. In diagram 29 you can play the nyumba if you play A2.

diagram 290 0 0 0 0 0 0 0

0 2 0 x 0 0 0 0

0 1 0 0 x 0 0 0

0 0 0 0 0 0 0 0

In diagram 30 play A1.

diagram 300 0 0 0 0 0 0 0

1 0 0 x 0 0 0 0

2 0 0 0 x 0 0 0

0 0 0 0 0 0 0 0

In diagram 31 you can play A1 or A2.

diagram 310 0 0 0 0 0 0 0

2 1 0 x 0 0 0 0

1 1 0 0 x 0 0 0

0 0 0 0 0 0 0 0

Try to keep these six situations in mind; they are important in Bao. Notice that you don't have to play the house when these situations occur, you just have to choose whether or not to play the nyumba. That's always better than having no choice at all.

Let's see how you can create these situations.

Forced Moves

"Forced moves are situations where the player is forced to accept the course of play, i. e. the opponent is able to reach his objective without possible counterplay. " (De Voogt 1995, p. 53)

diagram 320 0 0 0 0 0 0 0

0 0 0 x 0 0 1 0

0 0 0 0 14 0 1 1

0 0 0 0 0 0 0 0

We see that player a has just one possibility to capture in diagram 32. When he captures a2, the following situation will arise:

diagram 330 0 0 0 0 0 0 0

0 0 0 x 0 0 2 1

0 0 0 0 14 0 0 1

0 0 0 0 0 0 0 0

In diagram 34 we see the situation in which A plays the long flank. When he captures A3, the opponent must play a7. Player A then has to capture A1 ans after that player a will defend his nyumba, leaving A2 for player A to play the nyumba:

diagram 340 0 0 0 0 0 0 0

0 1 1 x 0 0 0 0

0 1 1 0 x 0 0 0

0 0 0 0 0 0 0 0

I will present the following diagram last. In this diagram there is a forced move. Player a will defend his nyumba. No matter what move he makes, player A will always be able to respond in such a way that he can play his nyumba, even though it may take many moves to play out.

diagram 350 0 0 0 0 0 0 0

0 1 2 x 0 4 1 0

0 0 1 1 x 0 0 0

0 0 0 0 0 0 0 0

General Principles

The Bridge

"The bridge is a choice of capture, where a captured seed is entered into the front row in such a way that it reaches the initial hole of capture again. This hole I will call the capturing hole. This procedure enables the capturing hole to be continued while at least two seeds have been added from the start of the move." (De Voogt 1995, p. 62)

A good example is daigram 36, where the nyumba will be played by A5R. Here the nyumba is the capturing hole and the captured seeds allow the nyumba to be played.

diagram 360 0 0 0 0 0 0 0

0 0 0 16 1 0 1 1

0 0 0 0 15 0 0 1

0 0 0 0 0 0 0 0

In diagram 37 you can play A2. Because you will reach the kimbi of the other flank you can keep continue capturing. The bridge in this move is very effective.

diagram 370 0 0 0 0 0 0 0

1 6 0 x 1 0 1 1

1 1 0 0 x 1 0 3

0 0 0 0 0 0 0 0

Capturing kimbi and kichwa holes allow you to change the direction of sowing. So capturing a hole that allows you to capture the kichwa or kimbi hole on the other flank gives you the opportunity to capture many holes if you are low on seeds.

Utitiri

"In a situation where many seeds from the front row have been captured, it is often wise to launch a singleton attack [this strategy is called utitiri 'chicken lice']. I consider as a singleton attack every move which fills the player's row with one seed per hole while the opponent's row is occupied with (many) more seeds. The difficult defense makes an easy attack in the next turn, since various occupied holes will be exposed to capture. The defence against a singleton attack consists of neutralizing the singletons position. A player should destroy bridges that enable the opponent to travel up and down the front row. Large holes of one's own should only be defended if they allow long combinations. Many times the holes with many seeds end somewhere in the back row and cause only limited damage compared with other combinations " (De Voogt, p. 62/63)

An example of utitiri is shown in diagram 38. Play A1R to launch a singleton attack.

diagram 380 0 0 0 0 0 0 0

0 6 0 x 4 3 4 1

5 0 0 0 0 0 0 0

0 0 0 0 0 0 0 0

Piga Tanji

"To piga tanji is to attack (usually) two holes, both with many seeds, in one move. This often forces an opponent to abandon one of them. This is comparable to the fork attack in Chess. If one of the holes is a kimbi hole, players usually abandon the kimbi hole to avoid kitakimbi." (De Voogt, 1995, p.63)

Kitakimbi is a specific trap that forces a player to defend his kimbi hole. Since it is difficult to defend that hole, he soon abandons his other holes.

An example of piga tanji is presented in diagram 39. If player A plays A6L, he will attack the kimbi and the nyumba at the same time:

diagram 391 1 0 1 1 0 2 1

0 6 0 15 0 4 0 0

0 0 0 0 x 1 0 0

0 1 0 1 0 1 0 1

Short Wins

"A short win is a game with less than 22 moves (44 turns). In that case, not all seeds have entered the game and a player is beaten mkononi which means 'in the hand' (which refers to the seeds still held in the hand). (De Voogt 1995, p. 63)

Here are a few examples of short games:

(1) A6L* a6R; Normally not a good move: the nyumba should be defended.

(2) A4R a6R; By making a bridge hole A1 is reached. A dangerous situation arises: player A can play the nyumba if he wants (see how diagram 40 resembles diagram 36: there is one seed opposing the nyumba, one seed in the right kichwa and one seed opposing that kichwa.

diagram 400 0 0 0 0 0 0 0

0 3 0 1 1 1 1 1

0 0 0 3 8 1 3 1

0 0 0 0 0 0 0 0

(3) A5R> Player A decides to play the nyumba. He now thinks he has a clear advantages. He captured the opponent nyumba and managed to spread sow the seeds of his own nyumba.

diagram 410 0 0 0 0 0 0 0

0 3 0 1 0 1 1 0

1 1 1 4 0 2 4 0

0 0 0 0 0 0 0 0

(3) A5R Hamna! All seeds have been captured! Player A loses.

Another short game demonstrating the awesome nature of Bao:

(1) A6L* a5R;

(2) A3R a5R;

(3) A3R a5R;

(4) A7R a8R;

(5) A3L This moves proves to be a mistake. From here on all the following moves are compulsory; no counterplay for player A is possible if player a plays a7.

(5) a7;

(6) A1 a5R; Player A must capture with hole A2, preparing a situation like in diagram 36 for player a

diagram 421 1 0 0 0 0 0 0

1 4 0 10 0 0 0 0

0 1 0 0 9 0 0 1

1 1 0 0 0 0 0 1

(7) A2 a5R> Hamna!

Judging a Position

We have seen a couple of situations that deceive the eye in the examples above. It looks like everything is going okay for one player, while it turns out that the other player is winning, after all. Play can shift quickly in Bao, because changes are frequent and can alter the situation dramatically. So how can you tell who has the advantage in Bao? There are a couple of clues.

Take a look at the back rows. Seeds in the back row have three advantages. Seeds in the back row:

cannot be captured and therefore are always yours;

are necessary to help form a bridge if you leave the front row sowing 'around the corner' and want to get back to the front row;

are savings against hard times in the mtaji stage. Play seeds to the front row in times that you are low on seeds in the mtaji stage.

The more seeds in the back row, the better. You have more chances and opportunities to create the right move.

If you want to judge a position, take a look at the back row. The one who manages to accumulate most seeds in as many holes as possible, often manages to win the game. But when developping the back row always remember that seeds on the back row are worthless without seeds in the front row!

Bao Tournament Games (Zanzibarian championship 1994)

Maulidi (A) - Kijumbe (a) 11-10-94

(1) A7L * a5R;

(2) 6L * 5R;

(3) 2 6L;

(4) 1 5R;

(5) 3R 1;

(6) 5R 3L;

(7) 7 3L;

(8) 2R * 5L;

(9) 5R 3R;

(10) 3L 3R *;

(11) 3L 4R;

(12) 4R 2;

(13) 6R 5R;

(14) 3L 3L;

(15) 5R 5R;

(16) 5L 2;

(17) 5L 6L;

(18) 5L 3L;

(19) 5L 5R;

(20) 5L 3L;

(21) 4L 3R;

(22) 1

(Before playing, Kijumbe points to A2 and b3,

a forced move combination to capture the house)

2;

(23) A2R b3L

(captures the house with 19 seeds);

(24) (A) resigns.

23 moves (46 single-moves), 17 minutes S0 seconds.

Kijumbe (A) - Maulidi (a) 11-10-94

(1) A7L * a5R;

(2) 6L * 5R;

(3) 2 6L;

(4) 1 5R;

(5) 3R 1;

(6) 5R 3L;

(7) 7 3L;

(8) 2R * 3L;

(9) 5R 5R;

(10) 3L 3R *;

(These moves were played in only 30 seconds.)

(11) 3L 4R;

(12) 4R 2;

(13) 4R 6L;

(14) 6L 2;

(15) 6R 1;

(16) 6L 5R;

(17) 5L 5L;

(18) 6R 7;

(19) 6R 2;

(20) 5R 6R;

(21) 5R 2;

(22) 2 4R;

(23) A2L * a4R;

(24) B7L * b8R;

(25) B1L a4R;

(26) B5L * a1R;

(27) B2L b5R;

(28) A4R * b6R;

(29) B6R b1L;

(30) B8R b7L ... Bao hamna! (a)

wins.

30 moves (60 single-moves), 22 minutes.

Maulidi (A) - Shamte (a) 12-10-94

(1) A6L * a5L;

(2) 3L 7;

(3) 1 5R;

(4) 2 5R>;

(5) 5L 3R;

(6) 8 7;

(7) 5L 7;

(8) 7 3R;

(9) 4R 7L *;

(10) 7 3L;

(11) 8> 3R;

(12) 4L 4R;

(13) 8 4R;

(14) 4R 2

(A long move of more than 5 rounds, Maulidi clearly miscalculated,

while Shamte was obviously familiar with this trap)

Bao hamna! (a) wins.

14 moves (28 single-moves), 7 minutes.

Kijumbe (A) - Majaliwa (a) 15-10-94

(1) A7L * a5R;

(2) 6L * 5L;

(3) 3R 7;

(4) 3L 1;

(5) 5R 2;

(6) 8 3R;

(7) 1 5R;

(8) 7 5L;

(9) 6L 5R;

(10) 8> 7;

(11) 6L 6L;

(12) 6L 5R;

(13) 7 5L;

(14) 6R 1;

(15) 2 5R;

(16) 1 5R;

(17) 3R * 5L;

(18) 7 5L;

(19) 2R * 5L;

(20) 7 5L;

(21) 3R 3R;

(22) 5R 5L;

(23) A3R - (a) resigns (b8R is a forced move which followed by A6L

allows the opponent to capture the house of 27 seeds which results in Bao hamna.)

23 moves (45 single-moves), 9 minutes 5 seconds.

Maulidi (A) - Ramadhan (a) 16-10-94

(1) A7L a5R;

(2) 6L 5R;

(3) 2 3L;

(4) 1 5R;

(5) 3R 1;

(6) 5R 3L;

(7) 8> 2;

(8) 1 5R;

(9) 2R * 5L;

(10) 7 3L;

(11) 4L 4L;

(12) 6R 1;

(13) 7 3R;

(14) 2 3L;

(15) 4L 7;

(16) 7 7;

(17) 4R

(This move takes several laps, both Ramadhan and Maulidi

did not foresee a direct win until Maulidi was halfway

through the move)

Bao hamna! (A) wins.

17 moves (33 single-moves), 6 minutes 30 seconds.

Nasoro (A) - Abdallah (a) 17-10-94

(1) A6L 5R;

(2) 3R 5L;

(3) 8 7L *;

(4) 5L 8>;

(5) 3R 3R;

(6) 3L 8;

(7) 3R 3L;

(8) 7R * 1;

(9) 5R 3R *;

(10) 5L 6R;

(It should be noted that these 10 moves were completed

in the record time of 31 seconds, with players playing

almost simultaneously.)

(11) 5R 2;

(12) 1 7;

(13) 1 2;

(14) 5L 6L;

(15) 2 3L;

(16) 5R 5L;

(17) 5L> 5L;

(18) 6L 4L;

(19) 6R 4R;

(20) 3R 4R;

(21) 7 3L;

(22) 7 7;

(23) A7L b7R *;

(24) B6R b4L *;

(25) A7L b5R;

(26) B1L b6R *;

(27) A6R b1L;

(28) B3L a3R;

(29) B5R - (a) resigns.

29 moves (57 single-moves), 35 minutes 25 seconds.

Kijumbe (A) - Omar (a) 17-10-94

(1) A7L a5R;

(2) 6L 5R;

(3) 2 6L;

(4) 1 5R;

(5) 3R 1;

(6) 5R 3L;

(7) 7 3L;

(8) 2R * 3L;

(9) 5R 5R;

(10) 3L 3R *;

(11) 3L 4R;

(12) 4R 4L;

(13) 3L 7;

(14) 3R 3R;

(15) 4L 6L;

(16) 4R 2;

(17) 5R 1;

(18) 5L 6L;

(19) (Kijumbe was thinking for more than

six minutes here . . .)

6L 8;

(20) 3L 5R;

(21) 2 3L;

(22) 2 3L;

(23) B6R a3L *

(This moves attacks two kimbi holes at the same time,

a fork attack);

(24) A7R

(One kimbi is played)

b7R

(The other is captured);

(25) B2L a2R;

(26) B8R a4L *;

(27) B7R b1L

(The back row is practically depleted now);

(28) B5R

(b5L would give the possibility of capture with help

of the takasia rule, but apparently not enough) (a) resigns.

28 moves (55 single-moves), 24 minutes 50 seconds.

Ramadhan (A) - Kijumbe (a) 17-10-94

(1) A7L a5R;

(2) 6L 5R;

(3) 2 6L;

(4) 1 5R;

(5) 3R 1;

(6) 5R 3L;

(7) 7 3L;

(8) 2R * 5L;

(9) 5R 3R;

(10) 3L 3R *;

(11) 3L 4R;

(12) 4R 2;

(13) 5R 6L;

(14) 4L 1;

(15) 4R 2;

(16) 4R 6L;

(17) 4R 3R;

(18) 4R 4L;

(19) 8 4R;

(20) 6L 4L;

(21) 3L 1;

(22) 6L 7;

(23) A7L b8R;

(24) A6L a7L *;

(25) A5R b2L;

(26) A4L * b6R;

(27) B6R a7L;

(28) A8L * a8L;

(29) B2L b1L;

(30) B4L b8R;

(31) B7R a7L;

(32) A4R * b3L;

(33) B3R * a7L;

(34) B6R * (takasia) a6R *

(Takasia means that the opponent has to takasa

but is not allowed to empty a certain hole, c.q. a2.

Since a6R reaches this hole, this move ends/sleeps

at a2);

(35) B7R b8R;

(36) A7R (takasia)

(At this moment Kijumbe started to laugh, since this

takasia move came about just by luck, even Ramadhan

smiled when he understood the situation.)

a4R *

(As in move 36, this move ends on a1 which is takasia-ed.);

(37) B7R a6L;

(38) A8L b6L;

(39) A5R b3L;

(40) B5R a2R *;

(41) A4R b5R;

(42) B8R a7R;

(43) A7L b4L;

(44) A5L a8L;

(45) (A) resigns

(B2L is a forced move, followed by b8R is Bao hamna.)

44 moves (88 single-moves), 30 minutes 10 seconds.

Kijumbe (A) - Rajab (a) 19-10-94

(1) A7L * a5R;

(2) 6L * 6R;

(3) 5R 5R;

(4) 2 8;

(5) 2 6R;

(6) 1 5R;

(7) 3R 2;

(8) 8 5L;

(9) 7 5L;

(10) 5R 3L;

(11) 8 3R;

(12) 2 6R;

(13) 2 5R;

(14) 3R> 5R>;

(15) 3L 3L;

(16) 5R 5L;

(17) 7 5R;

(18) 2 8;

(19) 5L 6L;

(20) 5L 2;

(21) 5R 2;

(22) 6L 7;

(23) B3L b6R;

(24) B7R b2L;

(25) B1L a1R;

(26) B2L a3R *;

(27) A3R b2L;

(28) A2R a1L *;

(29) B1L b1R *;

(30) A8L b5L *;

(31) A2R b7R;

(32) B3L a4R ... (a) resigns.

32 moves (64 single-moves), 41 minutes 15 seconds.