The most common rule set in games sold commercially as Mancala is for this game of Kalah. Mancala is actually a whole family of games. Kalah was invented in 1940 by an American, William Champion Jr.. He started selling the game in 1944, patented the rules in the 1950's, and founded the Kalah Game Co. in 1958.
The game is played on a board of two rows, each consisting of six round pits. The rows have a large store at either end called the Kalah. A player owns the six pits closest to them and the Kalah on their right side.
The game is started with four (4) seeds in each pit. A player takes all the seeds from one of their pits, and then they are distributed one by one, counterclockwise, in the pits and the player's own Kalah, but not into the opponent's store (Kalah). If the last seed is dropped into an opponent's pit or a non-empty pit of the player, the move ends without anything being captured. If the last seed falls into the player's Kalah, they must move again. If the last seed is put into an empty pit owned by the player, they capture all contents of the opposite pit together with the capturing piece and puts them in their Kalah. If the opposite pit is empty, nothing is captured. A capture ends the move.
The game ends when one player no longer has any seeds in any of their holes. The remaining pieces are captured by their adversary. The player who has captured the most pieces is declared the winner.
Variants:
Beginners may start with 3 seeds in each pit, but the game can also be played with 5 or 6 seeds in each pit. William Champion Jr. recommended the expert game with 6 in each pit.
In the Philippines Version (called Sungka locally) the game is often played with small shells, there are 7 pits on each side as well as the Home and the game is started with 7 shells in each pit.
- Strong EDH and Commander hooks via new planeswalkers and artifact support; a broad suite of artifact synergy cards expands commander options
- Energy counters add a fresh resource layer that enables powerful play patterns without immediately tapping into traditional mana pools
- Masterpiece Inventions provide exciting chase rares and a dramatic aesthetic upgrade, with potential for significant financial and collecting impact
- Vehicles and the crew mechanic introduce dynamic combat options and new themes for artifact decks
- New card design space for commanders and decks built around artifacts, tokens, and proliferating effects
- Masterpiece/Inventions presence can depress or destabilize the prices of standard-set cards, increasing volatility and potentially reducing accessibility
- Some artifacts or energy-focused cards may be powerful in EDH or certain formats but underwhelming in others, leading to uneven value across formats
- The Masterpiece cycle could become overcrowded with premium cards, diluting the impact of regular set cards for some players
- invention, engineering, artifact-centric gameplay, energy as a resource, and the social dynamics of a technocratic world
- Kaladesh is a steam-powered fantasy world built around invention, artifacts, and a vibrant culture of artisans and inventors. The set centers on machinery, ornate artifacts, and a society that celebrates ingenuity and innovation.
- worldbuilding-driven with strong emphasis on the inventors and the artifacts that shape daily life; occasional hints of political intrigue via the Consulate
- Intet, the Dreamer
- Panharmonicon
- Felden, etc. (artifact-focused interactions)
Mechanics (from transcript analysis)
- crew — To turn a vehicle into a creature, you must tap enough power from your creatures to meet the crew cost. Once crewed, the vehicle becomes a creature until end of turn, enabling attacks or interactions that leverage vehicle bodies as threats or engines.
- energy counters — A new resource separate from mana that players accumulate and spend to activate abilities. Energy counters persist through phases and turns and can be proliferated. Cards often generate energy or require it to perform powerful effects, creating a new axis of resource management alongside mana.
- fabricate — A creature entering the battlefield offers a choice: put X +1/+1 counters on the creature or create X colorless Servo artifact creature tokens. This hybrid tribal/tokens mechanic scales the creature either as a pump or as board presence, enabling flexible early- to mid-game board development and synergy with artifacts.
- masterpiece series inventions — A premium foil cycle known as the Masterpiece series, rebranded as inventions for Kaladesh. Each set will feature 30 artifact-centric premium cards, many reprints of EDH staples alongside new or set-tied artifacts. These are highly sought-after chase rares that influence box-opening value and the secondary market.
- vehicles — A new card type that is an artifact with the vehicle subtype. Vehicles have a separate power/toughness and a crew cost that makes them creatures after you tap other creatures to crew them.
Video topics + discussion points
Quotes (from this video)
- the Masterpiece series inventions are nutty and the art is ridiculous
- this is insane i think this is insane it's just so much value
- I think it's insane, it's just so much value in these cards
- Sky Sovereign console flagship is ridiculous and stylish
- this card seems insanely powerful in Uncle Carl and ay
- this card is going to be bonkers in EDH
- Maro's outline explains the reasoning behind masterpieces; the math is interesting
- Mih's dynamic commentary on energy counters and their potential
- pan harmonicon is that thing we will see come up again and again
- Intet the Dreamer is a good comparison point for recursive artifact strategies