Rwandan Traditional Games
Senior 4 · Physical Education
Rwandan Traditional Games
Lesson 2 of 3
25 min
Imagine young people standing in a row, each with a bow. Someone rolls a ring cut from the stem of a banana plant across in front of them, with a hole in its middle. Each archer tries to send an arrow through the hole while the ring is still moving. This was intembe. Its partner game, kumasha, was a contest of aim at a fixed target, often a banana trunk, and it trained the young for the hunt and for war. Both are games of the eye, the hand and the mind. So is igisoro, Rwanda's ancient board game of counting and planning.
In this lesson you play school versions of the two aiming games with safe objects, measure accuracy with statistics, work out how far ahead of a moving target to aim, and use arithmetic to plan your moves in igisoro.
Definition
Kumasha: a traditional contest of aim in which players shoot or throw at a fixed target, such as a banana trunk.
Intembe: a traditional aiming game in which players shoot at a ring of banana stem rolled past them, trying to pass through its central hole.
Igisoro: a two-player game of the mancala family played on a board of 4 rows of 8 pits with 64 seeds; each player sows seeds around his or her own two rows.
Accuracy: how close throws land to the centre of the target, measured by the mean score. Consistency: how little the scores vary, measured by the range or the standard deviation.
Hit rate: .
Bows, arrows and spears are never used in a school lesson. The skill of aiming is trained just as well with bean bags, tennis balls or soft balls. For kumasha, paint a target with three rings on a board or on a section of banana trunk, worth 3 (centre), 2 and 1 points. For intembe, roll a hula hoop or an old bicycle tyre across the lanes 4 m in front of the throwers; a throw scores when the ball passes through the moving hoop.
Worked example
Worked example 1: accurate or consistent? In a kumasha contest Uwase and Mugisha throw 10 bean bags each at a 3-ring target (3, 2, 1 points; 0 for a miss).
| Player | Scores |
|---|---|
| Uwase | 3, 0, 3, 1, 3, 0, 3, 2, 0, 3 |
| Mugisha | 2, 2, 1, 2, 2, 1, 2, 2, 2, 1 |
Interpretation. Uwase is slightly more accurate on average and often hits the centre, but she misses three times: she is far less consistent. Mugisha never misses but rarely hits the centre. Uwase should work on a repeatable throwing action; Mugisha on aiming at the centre rather than "somewhere on the board". In a team contest where every miss costs, Mugisha is the safer choice.
Worked example
Worked example 2: aiming ahead of a moving hoop. In school intembe, the hoop rolls across at . Ishimwe throws from 4.0 m away, and her ball travels at about . Where should she aim?
She must throw at a point about 1 m ahead of the hoop, not at the hoop itself. This is called leading the target, and it is the same skill a footballer uses when passing into a team-mate's run. The archers of intembe had to judge it by eye.
In Senior 1 you learned to sow, to relay-sow and to capture, numbering your 16 pits 1 to 8 along the back row and 9 to 16 along the front row, anticlockwise. You also learned the rule "add the seeds to the pit number; if the answer is more than 16, subtract 16". Written with the modulo operation (the remainder after division), the pit where your last seed lands, sowing seeds from pit (for ), is
A strong player works this out for every pit before touching a seed, then checks each landing pit: is it occupied (so the turn continues)? is it in the front row, facing two of the opponent's pits that both hold seeds (so a capture is possible)?

Worked example
Worked example 3: choosing the best move. In the position in the diagram, Player A considers three moves: pit 3 (6 seeds), pit 7 (5 seeds) and pit 14 (5 seeds).
| Move | Landing pit | What happens |
|---|---|---|
| Pit 3, 6 seeds | Pit 9 held 2 seeds, so it is occupied; it is in the front row, and B's two pits opposite hold 3 and 4. Capture 7 seeds, sown again from pit 3 into pits 4 to 10 | |
| Pit 7, 5 seeds | Pit 12 was empty: the turn ends at once | |
| Pit 14, 5 seeds | Pit 3 held 6 seeds: relay-sow its 7 seeds from pit 4; the last lands in pit 10, which is empty, so the turn ends. No capture: pit 3 is in the back row |
Decision. Pit 3 wins 7 seeds; the other two win nothing. Notice also B's mistake: B left seeds in both pits of column 8. Keeping a front pit empty protects the back pit behind it.
Video: "Igisoro: The traditional board game in Rwanda", Trans World Sport. Watch how fast experienced players sow, and how they count the seeds in a pit before they pick them up.
Tip
Two habits of good aimers and good igisoro players. Aim at where the target will be, not where it is. Count where your last seed will land before you touch a pit.
Warning
Common mistakes. Fetching a ball before the second whistle. Standing in the safety zone "just to watch". Judging a thrower only by her best throw: use the mean and the spread. In igisoro, forgetting that the pit you start from is emptied, and moving before checking whether the opponent can capture next turn.
Practice
Remember
Sources and credits
This lesson adapts CC BY-SA material and is shared under CC BY-SA 4.0.
Quick check