So, hier wie veIn derRegel solDanke! Ich werdHm, also eine SHm, also mich üHm, ich denk maVielleicht soll. An jedem Ende befindet sich eine große Gewinnmulde, auch Kalah genannt. Die Kalaha nimmt im Laufe der Partie die gefangenen Samen auf. Das Ziel des. Im deutschen Sprachraum wird Kalaha auch Steinchenspiel genannt. Kalaha ist ein modernes Strategie Brettspiel für zwei Mitspieler. Auch für Glücksspiele oder Apps haben wir viele Tipps, Tricks und Hinweise für verschiedene Spiele.
Strategie und überraschende Wendungen mit SteinchenKalaha, im englischen Sprachraum Kalah, im deutschen Sprachraum auch Steinchenspiel genannt, ist ein modernes Strategiespiel der Mancala-Familie (von. Fällt die letzte Kugel in eine leere Mulde auf der eigenen Seite, wird diese Kugel und alle Kugeln in der Gegner Mulde gegenüber, ins eigene Kalaha gelegt und. Es gibt genügend kleine Edelsteine, sodass auf 12 Mulden jeweils 6 Steine verteilt werden können. Ebenso einfach und dennoch trickreich sind.
Kalaha Tricks Navigation menu VideoMancala - Strategy Tips
Tips and Warnings. Things You'll Need. Related Articles. The objective of the game is to collect as many playing pieces as possible before one of the players clears their side of all the playing pieces.
The row of six cups in front and closest to each player are theirs. Start by placing four stones in each small cup. You have 48 stones total, and 12 cups, which means there should be four stones in each cup.
Each player starts off with a total of 24 stones or beads. Your mancala is the big basin to your right. Also called a "store," it is where captured pieces are placed.
Choose which player is going to go first. Because there's not really an advantage to going first, flip a coin or choose a person at random.
Going counter-clockwise, the beginning player takes all four stones in one cup on their side and places one stone each in any four adjacent cups.
Players can put stones in their own Mancala, but not in their opponent's Mancala. If you have enough stones to reach your opponent's Mancala, skip it.
If your last stone falls into your Mancala, take another turn. If the last stone you drop is in an empty cup on your side, capture that piece along with any pieces in the hole directly opposite.
Captured pieces go into your Mancala store. When one player's six cups are completely empty, the game ends. The player who still has stones left in their cups captures those stones and puts them in their Mancala.
The player with the most stones wins. Yes, just find the appropriate substitute. For example, go outside and find small pebbles or stones.
Yes No. If not, your opponent will move the stones, spreading them out and reducing their movement options on subsequent turns.
These movements are far easier to anticipate. Use this to your advantage to prevent your opponent from capturing your stones.
Collect a large number of seeds in a single cup, if possible. The best spot to do this is the rightmost cup, the one next to your Mancala on your side of the board.
Getting a lot of stones there is tricky and requires careful movement every turn. Accumulating 12 or more stones enables you to move all the way around the board.
You also limit their options because you have most of the stones on your side of the board. Be vigilant against capture. The rightmost cup is hardest for your opponent to reach.
When done correctly, you force your opponent to make moves that harm their position. Giving your opponent more stones enables them to move further, but this also helps bring stones back around to your side.
Select your movements carefully for the best chance of success. Captures are the quickest way to accumulate points. Most captures net you small amounts of points, but sometimes your opponent slips up and leaves lots of stones vulnerable.
Keep the pressure on to force your opponent into making more mistakes. Focus on controlling the board first and the captures will follow.
Method 3 of Place 4 stones in each of the 6 small cups. Mancala is designed for 2 players. Each player controls the 6 cups on their side of board.
During your turn, you pick up all the stones in 1 of the smaller cups and move them along the board. Some versions start with 3 or 5 stones in each cup.
Move your stones counterclockwise during your turn. The Mancala cup to your right is your scoring cup. If you forget how to move your stones, remember your Mancala.
You always move towards it. Think of the board as a racetrack where the Mancala is the finish line. This is called sowing, an important part of strategizing to win.
Drop a stone into each cup you move past on your turn. Select a cup on your side of the board, then pick up all the stones in it.
Move counterclockwise around the board, dropping a stone into each of your cups you pass, including your Mancala.
The final stone will end up 3 cups ahead of your starting point. Pass over the Mancala without putting a stone in it. Some rulesets forgo using the Mancalas.
Capture stones by placing your last stone in an empty cup. If you have only 1 stone in the cup next to it, move it forward to capture the space.
Take another turn if the last stone you move ends up in your Mancala. The last stone needs to end up in the Mancala. Count your stones carefully to ensure you have the exact number needed to get the free turn.
Getting a free turn is an effective way to score lots of points. The use of free turns depends on the rule set you use.
For a standard game with 24 stones, plan on using the free turns as a point of strategy. Win the game by having the most stones in your Mancala.
Each stone counts as 1 point. The player that tallies the most scores wins the game. The other player gets to capture any stones left on their side of the board, so anticipate how this affects the score before you end the game.
This happens when their side of the board is empty. Anders Carstensen proved that Kalah 6,6 was a win for the first player. Mark Rawlings has extended these "empty capture" results by fully quantifying the initial moves for Kalah 6,4 , Kalah 6,5 , and Kalah 6,6.
With searches totaling days and over 55 trillion nodes, he has proven that Kalah 6,6 is a win by 2 for the first player with perfect play.
This was a surprising result, given that the "4-seed" and "5-seed" variations are wins by 10 and 12, respectively. Kalah 6,6 is extremely deep and complex when compared to the 4-seed and 5-seed variations, which can now be solved in a fraction of a second and less than a minute, respectively.
The endgame databases created by Mark Rawlings were loaded into RAM during program initialization takes 17 minutes to load. So the program could run on a computer with 32GB of RAM, the seed and seed databases were not loaded.
For the following sections, bins are numbered as shown, with play in a counter-clockwise direction. South moves from bins 1 through 6 and North moves from bins 8 through Bin 14 is North's store and bin 7 is South's store.
The following tables show the results of each of the 10 possible first player moves assumes South moves first for both the standard rules and for the "empty capture" variant.
Note that there are 10 possible first moves, since moves from bin 3 result in a "move-again. Note that there are 10 possible first moves, since moves from bin 2 result in a "move-again.
The following tables show the results of each of the 10 possible first player moves assumes South moves first for the "empty capture" variant and the current status of the results for the standard variation.
Note that there are 10 possible first moves, since moves from bin 1 result in a "move-again. As mentioned above, if the last seed sown by a player lands in that player's store, the player gets an extra move.
A clever player can take advantage of this rule to chain together many, many extra turns. Certain configurations of a row of the board can in this way be cleared in a single turn, that is, the player can capture all stones on their row, as depicted on the right.
The longest possible such chain on a standard Kalah board of six pits lasts for seventeen moves. On a general n -pit board, the patterns of seeds which can be cleared in a single turn in this way have been the object of mathematical study.