Narde
The aim of the game is the same as in Backgammon: bring all your checkers into your home board and bear them off.
Starting position
The starting position and the direction of play for each colour are shown below:

All 15 checkers of each player start on one point called the head. Both players move in the same direction, counterclockwise. A player's home board is the last 6 points of their path.
First move
Each player rolls one die. The higher roll moves first, playing both numbers rolled. If the dice are equal, both roll again. After that the players take turns, rolling both dice.
Moving the checkers
Checkers move the number of points shown on the dice; doubles are played four times. If both numbers can be played, both must be played, in either order. If, in either order, only one number can be played, the higher one must be played. If neither can be played, the turn is lost.
A checker may land only on an empty point or on a point with its own checkers. There is no hitting: a point is closed even if a single opposing checker stands on it.
The head
Only one checker may leave the head per turn. The exception is a player's first roll: with 6-6, 4-4 or 3-3, two checkers may leave the head. The player who starts the game makes the first move with the two different numbers of the opening roll, so in practice the exception applies to the second player.
Six-point prime
Six of your points in a row form a prime: it cannot be passed, because no die shows more than 6. Such a prime may be built only if at least one opposing checker is already ahead of it (along the opponent's path) or the opponent has already borne off at least one checker. The ban also applies within a move: you may not build the prime with one number and break it with the other.
Bearing off
Once all 15 of a player's checkers are in the home board, they may bear them off. Home points are counted from the edge of the board: 1 is the last point of the path, 6 the first point of the home board. A number rolled bears off a checker from the point with that number. If the number rolled is higher than the highest point holding checkers, a checker is borne off from the highest occupied point. If there are checkers on points higher than the number rolled, that number is played by a move inside the home board.
Scoring
A win is worth 1 point (oin). If the loser has not borne off any checker, it is a mars (gammon): 2 points. There is no koks (backgammon) in Narde. The points are multiplied by the value of the doubling cube; doubling and the Crawford rule are as in Backgammon.
Source and interpretation: the Russian Ministry of Sport rules for nardy (order No. 874 of 14.09.2026), article 20 (long nardy) and article 24 (doubling cube). The head, the six-point prime and the scoring are the same here. The server checks that moves are legal: it will not accept an illegal move, so there is no need to demand a retake as over the board.
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- Game Rules (新しいタブで開きます) — International Backgammon Federation (IBF) · 国際 · en
- Правила вида спорта «нарды» (新しいタブで開きます) — Минспорт России, № 874, 2026 · ロシア · ru