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Long Nardy Rules

Everything you need to sit down at the board, from the starting position to a mars. These are the same rules the game on NARDEON enforces.

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The board and checkers

A nardy board is split into two halves of 12 points each — narrow triangles — 24 points in all. Each player has 15 checkers of one color; the two dice are shared (on NARDEON the server rolls them).

Setup

All 15 of each player's checkers start on a single point, the head. The two heads sit diagonally opposite each other: White's in the top right corner and Black's in the bottom left, as seen from White's side.

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Long nardy starting position

Who goes first

Each player rolls one die. The higher number starts and rolls both dice again for the first move. On a tie, both roll again. After that, players take turns.

How checkers move

The head rule

You may take only one checker off the head per turn. This forces both players to bring their checkers into play gradually and is what makes long nardy a slow, positional game.

The exception is each player's first turn of the game. With 6-6, 4-4 or 3-3 you may take two checkers off the head: one checker can't play these doubles in full because the opponent's head is in the way. With any other roll — including other doubles — only one checker leaves the head on the first turn.

No six-point block

You may not hold six points in a row (a full prime) unless at least one of your opponent's checkers is already in front of it. Such a block would lock your opponent in completely. Once an opposing checker has got past that stretch of the board, the block is allowed.

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An illegal position: six White points in a row, and no Black checker has passed them yet. The game won't let you make the move that creates it

You must play your roll

On NARDEON the game enforces all of this: an illegal move simply can't be made, and highlights show where you can go.

Home board and bearing off

Your home board is the last quarter of the board on your path — six points. You can start bearing checkers off only once all 15 are in your home board.

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All of White's checkers are home — bearing off can begin

Winning, mars and matches

The official rules have no "koks" in long nardy; some house rules count one when the loser still has checkers in their own starting quarter (the one with the head). NARDEON doesn't score it. There is no doubling cube in long nardy.

How backgammon (short nardy) differs

In backgammon, also called short nardy, the starting position is different, the players move toward each other and single checkers can be hit. There's also a triple win, the backgammon, worth 3 points. Details are in the backgammon rules.

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FAQ

Can you hit checkers in long nardy?

No. There is no hitting in long nardy. You simply can't move a checker onto a point that holds even one of your opponent's checkers.

How many checkers can you take off the head per turn?

One. The exception is each player's first turn of the game: with 6-6, 4-4 or 3-3 you may take two, because a single checker can't play the whole roll.

Can you make a block of six points in long nardy?

Only if at least one of your opponent's checkers has already passed it. Six points in a row that your opponent still has to get past are not allowed.

What happens if you can't move?

You lose your turn. If only one die can be played, you play that one; if either die could be played but not both, you must play the higher number.

What is a mars in long nardy?

A mars is a win where the loser hasn't borne off a single checker. It's worth 2 points instead of 1 — the same idea as a gammon in backgammon.

Who goes first in long nardy?

Each player rolls one die. The higher number goes first and then rolls both dice again for the opening move. On a tie, both roll again.

Where is your home in long nardy?

On the same side of the board as your head, in the other row: if White's head is in the top-right corner, White's home is the bottom-right quarter. Black's head is bottom-left and its home is top-left.

Updated: October 24, 2026