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.
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
- Both players move in the same direction — counterclockwise — all the way around the board, from the head to their home board.
- The two dice are two separate moves. With 5-3 you can move one checker 5 and another 3, or one checker 8 as long as the point in between is open.
- Doubles (say 4-4) are played four times: four moves of 4.
- You may land on an empty point or on a point with your own checkers — never on a point holding even one of your opponent's checkers.
- There is no hitting in long nardy.
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.
You must play your roll
- If both dice can be played, you must play both.
- If only one can be played, you play that one. If either die could be played but not both, you must play the higher number.
- If nothing can be played, the turn passes to your opponent.
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.
- A checker is borne off when the number on the die matches its point, counting from the edge of the board (1–6).
- If there is no checker on the point matching the die, you must use that die to move inside your home board.
- If there are no checkers on higher points either, a higher number bears off a checker from your highest occupied point.
Winning, mars and matches
- The first player to bear off all 15 checkers wins the game: 1 point.
- Mars — the loser hasn't borne off a single checker: 2 points. It's the long nardy equivalent of a gammon.
- A match is played to a set number of points. On NARDEON — 1, 3, 5 or 7.
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