
Sungka is the Philippine member of the Southeast Asian mancala family, played on two rows of seven holes with a large store, the head, at each end. Players sow 98 seeds one per hole, dropping into their own head but never the opponent’s, and relay onward whenever the last seed fills an occupied hole. The bigger head wins.
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Sungkâ is the Philippine member of the Southeast Asian mancala family, whose relatives include congkak in Malaysia, congklak and dakon in Indonesia and Brunei, chonka in Sri Lanka, ohvalhu in the Maldives, and chongka in the Marianas and Taiwan, carried there by Filipino migration. What sets this whole family apart from other mancalas is that a player’s own store counts as a hole during sowing.
The oldest known mancala boards come from a ruined fort of Roman Egypt and date to the 4th century AD — but that is the mancala family as a whole, not sungka, and the route by which these games reached Southeast Asia is unknown. There is no reliable origin date for sungka itself. Boards are traditionally carved as elongated wooden boats, and the seeds are often cowrie shells.
Two rows of seven holes with a large store at each end. Every small hole starts with seven seeds — 98 in all — and you win by gathering more of them into your store than your opponent does.
Hole counts across this family range from three to nine or more a side, and the rules shift with them, so a congkak or dakon board you meet elsewhere may behave differently. Traditionally sungka opens with both players sowing at the same time, which cannot work against a computer — Arcadia therefore alternates turns with you moving first. Sources also disagree about which way round the board the seeds travel, so no direction is claimed here as the historically correct one.
Play Sungka on Arcadia: chain relay laps, time your captures and outcount the AI across a full multi-round match.
"Mancala" is the family name; sungka is one member of it. The Southeast Asian branch is distinguished by counting your own store as a hole while sowing, and by relay sowing — landing on an occupied hole means you scoop it up and keep going, which Kalah-style mancala does not do.
Ninety-eight: seven in each of the fourteen small holes, with both stores starting empty.
From the second round on, you refill your holes from your own store with seven seeds each. If you do not have enough seeds to fill them all, the ones left unfilled are burnt — they are skipped entirely for that round, which shortens the circuit and changes every count.
By landing your final seed in an empty hole on your own side. You then take everything in the opponent’s hole directly opposite, along with your last seed, into your store. If that opposite hole is empty you bank only the single seed.
Yes. Arcadia runs Sungka free in your browser against three levels of AI, with full relay sowing, captures and multi-round play — no download and no account.
Mancala is the family name for hundreds of sowing games; Sungka is one specific Philippine member of it. Against the Kalah-style Mancala sold in the West, Sungka uses seven holes a side instead of six, and adds relay sowing: when your last seed lands in a hole that already had seeds, you scoop that hole up and keep going.
Traditionally yes — a game opens with both players sowing simultaneously, which is part of the noise and the fun of it. That cannot work against a computer opponent in a turn-based interface, so this version alternates turns with you moving first. Everything else, including the relay and the burnt holes, follows the normal rules.
Sources disagree, and congkak is usually described as running the opposite way to sungka, so there is no single direction you can call the correct one. What matters is that one direction is used consistently. In this version you sow along your own row toward your head, through your head, and on into the opponent’s row.
There is no reliable origin date for Sungka itself, and how the mancala idea reached Southeast Asia is unknown. The family is genuinely ancient — the oldest known mancala boards come from a ruined fort in Roman Egypt and date to the 4th century AD — but that is a fact about mancala in general, not about the Philippine game.
By banking more of the 98 seeds in your head than your opponent banks in theirs. Rounds end when the player to move has nothing left to sow; the other player sweeps their remaining seeds. Refill seven seeds a hole from your head, and a player who cannot fill even one hole has lost the match.
A burnt hole is one a player could not refill with seven seeds at the start of a round. It stays out of play for that whole round: nothing is sown into it and sowing skips straight over it. Burnt holes are how a lost round compounds into a lost match, since a shrinking row banks fewer seeds.
Pure skill. There are no dice and nothing hidden — both players can see every seed and count every lap. The difficulty is arithmetic rather than uncertainty: working out where a relay chain will actually stop, several laps ahead, is genuinely hard even though the position is fully visible.
Look for a hole holding exactly as many seeds as there are steps to your head, because that scoop ends in your head and earns another turn. From the opening layout of seven seeds per hole, that is the hole farthest from your head, and chaining free turns before opening the position is the standard strong start.
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