Gameweave

Long Nardy

Long Nardy, also called Narde, is a race for two players. Both of you move the same way around the board. The first to bear off all fifteen checkers wins the game, and the first to an agreed number of points wins the match.

The board

The board has twenty-four points in four quarters of six. Each player numbers those points from 24 down to 1, in the direction they move.
•
Your head is your own point 24. All fifteen of your checkers start there.
•
Your home is your own points 1 through 6, where you bear checkers off.
Both players travel counter-clockwise, toward their own lower numbers. White's head is the top-right point of the wide board. Black's head is the point diagonally opposite — White's point 12, which Black numbers 24. Points 1 and 24 are not next to each other: every checker has to travel the whole board.
You may stack as many of your own checkers as you like on one point. You may never land on a point that holds any of your opponent's checkers, and you may never move backward.

How a match starts

Before the first game, each player rolls one die. Roll again on a tie. The higher roll moves first. Those two dice are not played; the starter then rolls both dice for the first turn.
Later games of the same match skip the roll-off. The player who lost the game that just finished starts the next one.
Each player's first turn of every game — and only that turn — may use the head exception below. The opening roll-off does not use it up.

A turn

1.
Roll both dice. Tap either die to roll.
2.
Move, using each die on one checker.
3.
The turn passes when the dice are spent.
One checker may use both dice, but only by playing them one at a time, and only when the point in between is itself a legal landing. A double is played four times.
If no legal move remains, the rest of the turn passes and the log says so.

The head

Only one checker may leave the head on a turn, including on a double. A checker that leaves and then continues with the dice still to play is that one checker.
On your first turn of a game, and only then, a roll of 6-6, 4-4, or 3-3 lets two checkers leave the head. No other roll does, and no later turn does.
While dice remain that may still leave the head, the board reads "1 may leave" or "2 may leave".

A prime

Six of your checkers on six consecutive points, along your track from 24 down to 1, are a prime. You may not build a prime unless at least one opposing checker is already ahead of it — further along that opponent's own road to home than every point of the block. Checkers that have already been borne off do not count as ahead.
The block is judged after every single die, including a stop between two dice. A prime you were allowed to build stays in place even if the checker that was ahead of it is later borne off. A block of five, or a longer wall with a gap, is always allowed. A block that straddles the seam between your opponent's point 24 and their point 1 can never be legal, because nothing can sit ahead of it.

You must play the dice

If any order plays both dice, you must play both. On a double you must play as many of the four as you can. If you can play either die but not both, you must play the larger. If only one die can be played, you play it even when it is the smaller. A move ruled out by the head, by a blocked point, or by a prime does not count as playable.
Legal landings are marked in gold. A press that the rules refuse is simply not offered.

Bearing off

You may bear off only when every checker you still have on the board is in your home (points 1–6).
•
An exact die bears the checker off the matching point.
•
A higher die bears a checker off the highest occupied point, and only when nothing of yours sits on a higher home point.
•
If the matching point is empty and a checker sits higher, that die cannot bear off. It must move a higher checker down if that is legal; otherwise the die is lost.
•
You may move inside your home instead of bearing off.
An opposing checker sitting in your home does not stop you from bearing off, but you still cannot land on it.
The game ends the instant your fifteenth checker is borne off. Your opponent does not get a turn to catch up.

Scoring

A game is one point. It is two points — a mars — when your opponent has not borne off a single checker.
Agree the match length before you start: first to 1, 3, 5, or 7. Reaching or passing that total wins the match. There is no draw, and there is no koks (the extra stake some tables add when the loser still has a checker on the head).

How this differs from Backgammon

•
Both players move in the same direction. In backgammon you move opposite ways.
•
All fifteen checkers start on your head. Backgammon spreads them around the board.
•
You cannot hit, and there is no bar. One opposing checker closes a point.
•
You may not build a prime of six unless an opposing checker is already ahead of it.
•
Only one checker may leave the head each turn, with a first-turn exception for 6-6, 4-4, and 3-3.
•
There is no doubling cube.

On a shared device

Online, each of you sees your own head at the top right. At a shared screen the board turns when it is handed over, so the player about to move has their head at the top right as well. On a phone the head folds to the right-hand end of the row just above home.