Skip to main content Accessibility help
×
Hostname: page-component-6bb9c88b65-kzqxb Total loading time: 0 Render date: 2025-07-24T05:27:11.056Z Has data issue: false hasContentIssue false

Sowing Games

Published online by Cambridge University Press:  27 June 2025

Richard J. Nowakowski
Affiliation:
Dalhousie University, Nova Scotia
Get access

Summary

At the Workshop, John Conway and Richard Guy proposed the class of “sowing games”, loosely based on the ancient African games Mancala and Wari, as an object of study in combinatorial game theory. This paper presents an initial investigation into two simple sowing games, Sowing and Atomic Wari.

1. Introduction

Most well-studied combinatorial games can be classified into a few broad classes.

TAKING AND BREAKING: Games played with piles of chips, in which the basic move is to take some chips and/or split some piles. They include Nim, Kayles, Dawson's Chess, other octal and hexadecimal games. Higher-dimensional variants include Maundy Cake, Cutcake, Eatcake, and Chomp.

CUTTING AND COLORING: Games played on (colored) graphs, in which the basic move is to cut out a small piece of the graph of the appropriate color, possibly changing other nearby pieces. They include Hackenbush, Col, Snort, Domineering, and Dots and Boxes.

SLIDING AND JUMPING: Games played with tokens on a grid-like board, in which the basic move is to move a token to a nearby spot, possibly by jumping over opponent's pieces, which may then be (re)moved. Examples include Ski- Jumps, Toads and Frogs, Checkers, and Konane.

At the Workshop, John Conway and Richard Guy suggested that studying entirely new classes of games, fundamentally different from all of these, might lead to a more thorough understanding of combinatorial game theory, and proposed a class of games loosely based on the African games Mancala and Wari, which they called “sowing games”. These games are played with a row of pots, each containing some number of seeds.

Information

Type
Chapter
Information
Games of No Chance
Combinatorial Games at MSRI, 1994
, pp. 287 - 298
Publisher: Cambridge University Press
Print publication year: 1997

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Book purchase

Temporarily unavailable

Accessibility standard: Unknown

Accessibility compliance for the PDF of this book is currently unknown and may be updated in the future.

Save book to Kindle

To save this book to your Kindle, first ensure no-reply@cambridge-org.demo.remotlog.com is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×