Ouril (also spelt ouri, uril, urim, or ori) is a traditional African board game of the mancala family. It was brought to Cabo Verde from West Africa, with its rules passed down through generations. The game is especially popular among men. And it’s often played in public squares and port towns, such as Mindelo.

In essence, Ouril is a two-player strategy game where each player “sows” seeds and captures the opponent’s seeds to gain an advantage. Below you can find a comprehensive guide in two parts: first, a beginner-friendly walk-through of rules and gameplay; second, advanced tips on strategy and regional variations (including notes on the island of Sal).

Beginner’s Guide to Ouril

Local men playing Ouril on a wooden board in Mindelo, São Vicente, Cape Verde. Each of the 12 small pits (6 per side) initially holds four seeds.

Game Board and Setup

Ouril is played on a wooden board with two rows of six small pits (also called houses or buracos) – 12 pits in total. Some boards include two larger pits at the ends; these are not used for sowing but serve as holding areas for captured seeds. The game uses 48 seed-counters, traditionally known as nickernut seeds, locally referred to as ouris, which are collected from the ourinzeira shrub.

To set up, place four seeds in each of the 12 pits at the start of the game. Each player sits facing the board and controls the six pits on their side of the board.

Objective

The goal is to capture more seeds than your opponent. Since there are 48 seeds total, capturing 25 or more seeds wins the game by giving you a majority. In practice, play continues until one player reaches this majority or no further moves are possible. (A rare outcome is a 24–24 tie, if both players capture exactly half the seeds.)

Sowing process in ouril

Picture: Ouril board in the starting setup – each of the playing holes contains exactly four seeds. (Source: Auale)

Turn Mechanics and Sowing

Players alternate turns. On your turn, choose a non-empty pit on your side of the board and take all seeds from that pit into your hand. (Important: if you have any pits containing more than one seed, you are not allowed to pick up a lone seed from a pit with only one, unless all your pits happen to hold a single seed each. This rule prevents stalling by moving single seeds when other moves are available.) Now sow the seeds one by one in the subsequent pits anti-clockwise around the board:

Sowing order:

If you’re facing the board, anti-clockwise means you will drop a seed into each pit moving to the right along your row, then continue to the far end and proceed along your opponent’s row from their left towards their right. (In other words, you loop around the oval track of 12 pits in a counter-clockwise direction.) Skip over any end storage pits during sowing – they are only for storing captured seeds and are not part of the sowing cycle.

Skipping the start pit:

If you have enough seeds to go all the way around and return to the pit from which you started, do not drop a seed into that original pit as you pass it. This prevents seeds from endlessly cycling in one hole.

Turn end:

Once you have placed the last seed from your hand, your sowing ends. (However, see “Captures” below – a capture might occur as your turn’s result.)

If the last seed you sow lands in one of your own pits, or lands in the opponent’s side but in a way that doesn’t meet capture conditions, then your turn simply ends without any capture. Then, the play passes to the other player who chooses a pit from their side and begins sowing in the same way.

Sowing in ouril

Picture: Sowing process in ouril. South sows 4 seeds, distributing them around the board one by one in a counterclockwise direction. (Source: Auale)

Capturing Rules

Capturing is how you score points (seeds) in Ouril. You capture seeds only from the opponent’s side of the board, and only under specific conditions:

Capturing 2 or 3:

If your final sown seed lands in an opponent’s pit and that pit now contains exactly 2 or 3 seeds in total, you capture all those 2 or 3 seeds. Remove them from that pit and keep them in your store or aside in front of you.

Capture chain:

In addition, if the pit immediately preceding that one (i.e. the pit you sowed into just before it, which will also be on your opponent’s side) now has 2 or 3 seeds, you also capture those. You may continue capturing backwards in this manner – taking seeds from consecutive opponent pits – as long as each pit in sequence contains 2 or 3 seeds. This chain stops when you reach a pit that does not hold 2 or 3 seeds, or if you run out of the opponent’s pits. All captured seeds are collected and set aside as your winnings.

No capture on 4 or more:

If your last seed lands in the opponent’s side and that pit ends up with four or more seeds, no capture is made from that pit (four or higher is considered safe). Likewise, any pits before it are not captured unless they were already taken as part of a continuous chain of 2s or 3s.

For example, suppose you sow seeds and your last seed drops into an opponent’s hole that now has three seeds. You would immediately capture those three seeds. If the previous opponent hole (the one you seeded just before the last) now has two seeds, you capture those as well. You continue this way, taking any contiguous opponent holes holding 2 or 3 seeds.

However, if you encounter a hole that has, say, four seeds, or if there is a break in the sequence, you stop – any holes further back are left untouched. All seeds you capture are removed from the board and added to your tally.

Feeding Rule

Ouril, like many mancala games, forbids a player from leaving the opponent with no moves. If, after your turn, your opponent has no seeds left in any of their six pits, you must make a move on your next turn that “feeds” the opponent by sowing seeds into their row. In other words, you are not allowed to make a move that would completely deprive your opponent of seeds indefinitely.

(In some variations, if a move would capture all of your opponent’s seeds in one go – a rare scenario called a “Grand Slam” – that capture is either not allowed or the player must capture them and then immediately sow a seed into the opponent’s side to continue play. See Variations below.)

This rule ensures the game can continue and neither side is left without pieces.

Sowing in ouril

Picture: Capturing process in ouril. After sowing three seeds, collected from the F hole, south captures 5 seeds from holes b and c. (Source: Auale)

Endgame and Scoring

The game continues with players alternating turns. It’s basically sowing and capturing until an end condition is reached. The primary ending condition is when one player captures a majority of the seeds. As soon as a player has taken 25 or more seeds, the game ends, and that player is declared the winner. Since only 48 seeds exist, reaching 25 means the opponent can at best have 23, making a comeback impossible.

Popular Solutions

In practice, many Ouril games end the moment a player’s score exceeds 24. Occasionally, play might also end when no further meaningful moves are possible – for example, if the remaining seeds on the board are locked in a repetitive cycle or each pit contains only one seed such that any move would simply reverse a previous position. In friendly play, the players can agree to count up the seeds at that point. A draw is possible if both players end up with 24–24 captured seeds (though this outcome is uncommon and usually avoided by competitive players).

Rematch!

After the game, typically the captured seeds are returned to the pits (4 per pit), and a new game can be started if the players wish. Traditionally, the winner of the previous match often lets the loser begin first in the next round as a courtesy.

Mancala, photographed by Amusan John, via Pexels
Mancala, photographed by Amusan John, via Pexels

Example of Ouril Play

To illustrate an introductory sequence, imagine the board is in the starting position with four seeds in each pit. Player A begins by choosing a pit on their side – say the third pit from their left – which has four seeds. They pick up all four and sow them anti-clockwise, one seed per subsequent pit. After dropping seeds into their right-hand pits, the sowing continues onto Player B’s side. Suppose Player A’s last seed lands in Player B’s second pit, and that pit now contains exactly two seeds. According to the rules, those two seeds are immediately captured by Player A.

Furthermore, if Player B’s first pit (the one immediately preceding the just-captured pit) now has three seeds, those would also be captured as part of the chain. Player A would remove those seeds and place them in their store. Player A’s turn then ends. Player B now takes their turn, perhaps starting from a pit that will recoup some seeds. Throughout the game, both players will be looking for opportunities to create such capture scenarios while avoiding giving them away to the opponent.

By following these rules – sowing carefully and capturing when possible – new players will quickly get a feel for the flow of Ouril. Despite its simple equipment, the game offers deep tactical richness, as we’ll explore next.

Advanced Strategies and Tactics

Once you’ve mastered the basic rules, Ouril becomes a battle of wits and foresight. Expert players (whether village elders or seasoned sailors whiling away time at port) plan their moves with care. Oware/Awale – the West African game closely related to Ouril – has been mathematically solved to always end in a draw with perfect play, underscoring the crucial importance of optimal strategy.

Below are some advanced strategies, opening techniques, and notes on regional rule variations to deepen your understanding of the Cape Verdean game.

Common Strategy Principles

Maintain “strong” pits (3 or more seeds):

A fundamental strategy is to keep as few vulnerable pits on your side as possible. Holes with 1 or 2 seeds are “weak” because they can easily become capture targets for your opponent. Try to minimise the number of pits on your side that contain fewer than three seeds at any given time. Conversely, encourage such low counts in the opponent’s pits. By sowing in ways that leave your opponent with many pits holding 1 or 2 seeds, you increase the chances that you can make captures on future turns.

In summary: bolster your side, weaken the enemy’s side.

Set up capture combos:

Look for ways to attack multiple opponent pits in one turn. An expert Ouril player doesn’t capture just one pit if they can help it – they aim for a chain reaction. One common tactic is to sow seeds so that two or more of the opponent’s pits will end up with 2 or 3 seeds simultaneously, making them all capturable in a row. If you did it correctly, your opponent will be unable to save all those pits from capture on your next move.

Planning these multi-hole attacks requires thinking a turn or two ahead, anticipating how your sowing will distribute seeds across the board.

Hoard seeds (with caution):

Sometimes, a player will accumulate a large number of seeds in a single pit on their side. For instance, a pit containing 12 or more seeds – enough to lap the board – is informally called a “kroo” in some circles. The advantage of a big stack is that it can unleash a devastating move: sowing a full lap (or more) and potentially capturing a “huge number of seeds in a single move”.

However, hoarding is double-edged. A massive sow can be predictable and might feed the opponent’s side generously, or if mis-timed, it could set up captures for your opponent. Allowing your opponent to make such a move is usually a fatal mistake, so both players will try to prevent the other from ever using a kroo effectively. Use this tactic sparingly and strike when the moment is right.

Control the tempo (“win time”):

Advanced players know how to manipulate the flow of the game. One tactic is sometimes called “winning time” – intentionally forcing a situation where your opponent must give you seeds. For example, you might play in such a way that you empty your side at a safe moment, compelling your opponent to make a feeding move that drops seeds into your pits (which you can then capture). This requires careful timing.

Essentially, you momentarily sacrifice having seeds in play to put the responsibility on your opponent to keep the game alive, hopefully on terms favourable to you. It’s a high-level strategy that revolves around the feeding rule and can swing a game when executed well.

Count and anticipate:

Skilled Ouril players often mentally count out the contents of pits and simulate potential moves ahead of time, much like chess players analysing variations. Counting seeds in each pit is crucial to foresee where your last seed will land and what it will create.

By continuously evaluating the numbers, you can avoid moves that set up an obvious capture for your opponent on their next turn, and instead steer the game toward positions where you hold the advantage.

It’s advisable always to be aware of how many seeds are in each of your opponent’s pits and what sowing outcomes will result. This allows you to set up long capture chains for yourself while preventing the opponent from doing the same. In essence, every move should be made with a plan two or three moves deep – a necessity when playing experienced rivals.

Opening Moves and Techniques in Ouril

The opening moves in Ouril set the tone for the entire game. Both sides start symmetrically, with each pit containing four seeds. So, the choice of the first pit to sow from can influence the subsequent sequence of sowing and capturing by both players. There is no single “correct” opening, but top players observe a few guidelines:

Create future opportunities while defending:

In the first few moves, try to sow seeds in a way that creates future capture opportunities for you while not immediately handing any to your opponent. For example, you might avoid making a move that leaves one of your opponent’s pits holding exactly two seeds on your final drop, because that could allow them to capture those on their turn. Instead, you might aim to leave four or more seeds in any pit you end on (preventing capture), or leave only one seed (which isn’t directly capturable by the rules unless built up further).

Use the end pits wisely:

Some players pay special attention to the far-left and far-right pits (on each end of the rows). These end pits are often involved in the initial sowing cycle. A standard tip is to avoid emptying your end pit too early, as this would give the opponent an easy capture from the adjacent pit. Conversely, if your opponent empties one of their end pits and it results in your end pit now holding 2 or 3 seeds, be ready to capture.

In general, be mindful that distributing seeds from the edges can quickly affect multiple pits simultaneously.

Avoid “feeding” captures in the opening:

In the opening phase, one mistake to avoid is sowing all four seeds from a pit such that the last seed lands in an opponent’s pit that had 1 or 2 seeds – essentially delivering a capture to your opponent on a platter. Unless you are the one doing the capturing, that scenario should be avoided in your early moves.

Sometimes, the safest opening moves are those that result in the opponent’s pits having either 4+ seeds or zero seeds, neither of which can be captured immediately.

Plan your second move during your first:

Since both players have full pits at the start, think about how your first move will leave the board, and what options you will have on your second turn. A strong opening often involves setting a subtle “trap” that springs into action two moves later.

For instance, you might sow seeds in your first turn that don’t capture right away, but arrange the seeds such that no matter what your opponent does, on your next turn, you can make a capture. Achieving this comes with experience – as you play more, you will start recognising patterns of distribution that lead to inevitable captures.

Overall, the opening is about manoeuvring for positional advantage rather than immediate significant gains. By following these principles, you ensure you don’t fall behind in the early phase of the game. Ouril is a game about positioning as much as tactics.
Traditional Urusoro Board Game Played Outdoors, by Omar Photographer, Rwanda, via Pexels

Regional Variations

Ouril is played throughout all the Cabo Verde islands. Although the core rules remain mainly the same, some minor regional variations in terminology and specific house rules do exist. Here are a few examples of such:

Different names

As mentioned, the game’s name varies by island and local Creole dialect. For example, on some islands it’s called oril or ouri, elsewhere uril or urim, even urinca in one locale. These all refer to the same game. A saying in Cape Verdean Creole encapsulates the game’s essentials: “Doze boc’, quarenta e oit’ dent’” – “Twelve mouths, forty-eight teeth” – meaning the board’s 12 pits and 48 seeds.

Board size variants

The standard board has 2×6 pits, but there are reports of some communities playing on a 2×7 board (14 pits total). In such a case, each pit would still start with four seeds (56 seeds total). This is not common across most islands, but it has been documented (for instance, a variant on the island of Brava known as Urim can use a 2×7 board). Unless you specifically encounter an alternative board, you can assume the 2×6 format in Cape Verde.

Capture rules tweaks

The fundamental capture rule (twos and threes) generally holds everywhere. However, one documented variation allows capturing not just 2 or 3 seeds but also chains of four seeds in certain conditions. This is an exception rather than the norm – neighbouring West African variants might influence it.

In standard Ouril, a pit with four seeds is safe from capture, but some local rule-sets might treat a sequence of four as capturable if it appears in a continuous chain with twos and threes. It’s always wise to clarify such rules with your opponent if you’re playing outside your usual circle.

“Singleton” rule

As already noted, Cape Verdean players adhere to the rule that you cannot sow a single-seed pit if you have any pits with more seeds available. This rule is uniform across the islands as a matter of good sportsmanship and to maintain a dynamic gameplay. It prevents players from making zero-impact moves just to skip a turn. Only when all your pits contain exactly one seed each are you free to pick up a singleton.

Grand slam and compulsory feeding

In the classic form of Oware (in Ghana, for example), a move that would capture all of an opponent’s seeds in one turn is disallowed – the player must refrain from such a “grand slam” to avoid starving the opponent. In Cape Verde’s Ouril, the approach is a bit different.

Some island rules allow the grand slam capture – if you manage to set up a move that clears out every seed on your opponent’s side, you may take them, but you must then feed the opponent a seed on your extra turn immediately after.

Essentially, you get to reap the big reward, but the game doesn’t end. You are required to make a move that drops at least one seed into the opponent’s row so they can continue. This rule is often used in organised tournaments and serious play to balance aggression with fairness.

Scoring and match play

While a casual game is simply won by capturing 25+ seeds, in some settings, they treat Ouril as a match of multiple rounds. For instance, a variant from Brava uses a point system: capturing 3/4 of the seeds (36 out of 48, or 42 out of 56 on a larger board) would count as a 2–0 victory, whereas just a simple majority win counts as 1–0. This is reminiscent of how one might score sets in a tournament. Such a system might be encountered in formal competitions or scholastic tournaments, but it’s not used in ordinary pickup games.

Ouril on the Island of Sal

Sal does not have any unique rules of its own, distinct from the standard Cape Verdean Ouril. The game is certainly played on Sal (beautiful handcrafted tabuleiros for ouri are sold in local artisan shops in Santa Maria), and locals on Sal use the same basic 2×6 board with 48 seeds and the rules described above. Any minor differences would be the same kind of house variations found elsewhere in the country (for example, what to do in a stalemate, or local jargon during play), rather than a fundamentally different rule set.

In other words, a Sal islander’s Ouril is recognisably the same game you’d find on Santiago or São Vicente.

Cape Verde’s small variations only add to the charm of Ouril. No matter where you play in the archipelago, the essence remains a deeply strategic sowing game that has been used to teach mathematics, practice patience, and build camaraderie among players.

Whether you’re an armador (ship owner) watching the dockworkers play in Porto da Palmeira, Sal, or a fisherman passing time on a calm afternoon, mastering Ouril offers both social enjoyment and a mental workout.

With the rules and strategies outlined above, you’ll be well prepared to join a game – just pull up a stool, greet your opponent with a friendly “Buenas!”, and get ready to sow and capture in this timeless Cape Verdean game.

Bibliography and Sources