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Yorkton Boardgamers Guild - An addition to mancala which intrigues

This week’s review is not exactly a mancala game, but an enhancement which may be utilized in almost any of the game variations to add a fresh twist. Created by Canadian Ken Maher, 10 Mighty Men is a basically a mancala game additive.

This week’s review is not exactly a mancala game, but an enhancement which may be utilized in almost any of the game variations to add a fresh twist.
Created by Canadian Ken Maher, 10 Mighty Men is a basically a mancala game additive.
The ‘10 Mighty Men’ are ten special pieces that add to the basic game. They have a distinct colour to distinguish them from the regular pieces, which are generally similar (red beans as an example). So to get the coloured beans you might have to ask nicely to use the better half’s nail polish, and do a bit of painting.
The special pieces can be used one at a time or several (even of the same type) may be used together in a game, although I would suggest limiting, at least initially to only one, or two, as the special rules attached do take some getting used too. The more ‘Mighty Men’ in play the more complicated it can be.
Their powers should be resolved after the sowing has been completed (except for the Hunter and the Trickster), but before anything has been captured.
It is the special powers of course which matter here, so a taste is in order.
• The Shepherd (White): The Shepherd may rearrange the pieces in the three pits made up of his pit, the preceding pit and the following pit in any way he wishes.
• The Warrior (Red): The Warrior prevents the contents of his pit being captured, unless the capture is affected by another Mighty Man.
• The Chieftain (Gold): When the Chieftain is dropped into a pit, he acquires the special powers of any Mighty Man in an adjoining pit and is then treated for that play as if it were that Mighty Man.
• The Wise Mother Silver (Silver): Also known as the Wise Woman, she cancels any special actions (but not a regular sowing), if it would change the piece count in her pit.
• The Witch Doctor (Blue): If the Witch Doctor is placed into an empty pit, three pieces, which had been captured by the opponent, are liberated by moving them into his pit.
• The Assassin (Black): If an Assassin is captured, his pit is said to be “poisoned”. It is closed with a stick and no longer used in the game. During sowings poisoned pits are skipped.
• The Spy (Orange): The Spy removes any special powers of a Mighty Man, which has already been in the pit into which it fell. Such a Mighty Man is reverted back to a regular piece. A Wise Mother, however, is immune and cannot be reverted.
It should be noted the Mighty Men are captured the same way as regular pieces.
This is an easy way to change up even the simplest of mancala games, and adds a bit of crafting to the game hobby as well.