ProNardy reference

Long backgammon rules

This is not the backgammon you know. Long backgammon — nardy, the variant played across Eastern Europe, the Caucasus and Central Asia — is played on 24 points with 15 checkers each, and it has no hitting: both players travel the same ring in the same direction and nothing is ever sent back. It is a race with positional blocking, and the score runs from an Oin worth 1 point to a Home Mars worth 4.

In short.

  • The board has 24 points. White starts on point 24, Black on point 12; each plays 15 checkers.
  • Both players travel one ring in the same direction, so there is no hitting: an occupied point is simply closed to you.
  • One checker leaves the head per turn, except on each player’s first turn with 3-3, 4-4 or 6-6, when two may leave.
  • Doubles are played four times: 4-4 is four moves of four points.
  • A six-point prime may not be sealed if no opposing checker is left ahead of the barrier.
  • The score comes from the loser’s position: from an Oin (1 point) to a Home Mars (4 points).

What long backgammon is

Long backgammon — nardy in its own tradition — is one of the two main branches of the game. There is no hitting here: a checker does not knock an opposing one off the board, it simply cannot land on an occupied point. That removes the element of the lucky strike and turns the game into a race with positional blocking.

Short backgammon — the game most English speakers mean by “backgammon” — runs on different physics: the players move toward each other, a lone checker can be hit, and a closed point needs two checkers, because the second one is what protects against the hit. ProNardy implements the long game only; the full comparison is in “Long vs short backgammon”.

The board and the starting position

The board has 24 points. Physically it is the familiar backgammon board of four quadrants, but unlike the short game the points form one shared ring that both players travel in the same direction. Each player starts with all 15 checkers on a single starting point — the head. The two heads sit diagonally opposite, exactly 12 points apart: point 24 for White, point 12 for Black.

1314151617181920212223241211109876543211515↖ black homewhite head ↗↙ black headwhite home ↘
The starting position. The dashed arrow is the direction of travel for both players: your opponent’s head lies halfway along your route, not at the end of it. The highlighted zones are the home boards, where each player gathers their checkers before bearing off.

A player’s home board is the last six points of their route: points 1–6 for White, 13–18 for Black. Because the two routes are offset by half a ring, your head is the midpoint of your opponent’s distance, and theirs is the midpoint of yours. Until all 15 checkers arrive, the home board is an ordinary stretch of the route like any other.

The goal of the game

Move all 15 checkers a full lap to your home board and bear them off before your opponent does. There is no hitting: you can neither send an opponent’s checker back nor land on any point holding even one of their checkers. The whole fight is about speed — and about denying your opponent the points they want.

The opening roll

The right to move first is decided by a roll-off: each player rolls one die and the higher number starts; a tie is re-rolled. The winner of the roll-off then rolls both of their own dice again and plays the first turn of the game.

A turn

A turn is two dice. Each number is a separate move: one checker for the sum, or two different checkers for one number each. You may only land on empty points or points already occupied by your own checkers.

  • You must play the maximum. If both numbers can be played, both must be played. Declining a legal move is not allowed.
  • If only one of the two numbers can be played, play it — the other is lost. If either number can be played alone but not both together, you are obliged to play the larger one.
  • If no legal move exists at all, the whole turn is skipped.

Doubles

Equal numbers (4-4, say) are played four times instead of twice — four separate moves of four points each. The maximum rule applies here too: you must play as many of the four moves as are legally possible, not as many as you find convenient.

Blocking and the six-point prime

A point holding even one of your checkers is closed to your opponent. Several closed points in a row form a block; six in a row form a prime, which no single die and no sum of two can jump. Because there is no hitting, a point costs one checker rather than two: a prime costs six checkers and leaves the other nine free to play.

You may only complete a full six-point prime while at least one of your opponent’s checkers is still ahead of it — that is, further along their route toward bearing off. Sealing your opponent in completely, with all of their checkers behind the barrier, is not allowed. At the start of a game every opposing checker is still on the head, so a prime right in front of it is forbidden.

Many sources simplify this rule to: “you may not build a prime while the opponent still has checkers on their head.”
ProNardy uses the stricter classical form — “at least one opposing checker ahead of the barrier”. The rule can be switched off in the rules-agreement screen before a game.

How to arrange checkers so that a prime builds itself, and which mistakes cost it, is covered in long backgammon tactics.

Bearing off

You may start bearing off (removing checkers from the board) only once all 15 of your checkers are home, and not a point earlier. Home points are numbered 1–6 from the edge:

  • A die bears off a checker from the point of the same number.
  • If that point is empty and all higher points are empty too, the checker comes off the highest occupied point below the die.
  • While higher points are still occupied you may not “overpay” with a die — play an ordinary move inside your home board instead.
  • When a die allows both a bear-off and an internal move, the choice is yours. There is no forced priority either way.

Scoring: Oin, Mars, Koks and Home Mars

Long backgammon has no draws. When the winner bears off their fifteenth checker, the loser’s position sets the price of the win — from 1 to 4 points. The names are transliterated from the game’s own tradition rather than borrowed from the short game, because two of them mean something different here:

ResultPointsThe loser’s position
Oin1Bore off at least one checker, wherever the other 14 happen to be
Mars2Bore off nothing; all 15 left the starting quarter but did not all reach home (similar to a gammon in the short game)
Koks3Bore off nothing, and at least one checker is still in the starting quarter of their route — head included
Home Mars4Got all 15 checkers home and still bore off none

The conditions never overlap: a checker in the starting quarter already means “not all home”, so Koks and Home Mars cannot both apply. Mars is the residual case — nothing borne off, the starting quarter fully cleared, the home board not yet complete.

In the classical scale the most expensive win is koks, and it means something else: “the opponent has a checker on their head or inside the winner’s home board.”
In ProNardy the scale rewards rarity: Home Mars — the dramatic “finished them at the last moment” ending — happens least often, so it pays most. Koks is redefined as “stuck in the starting quarter”. Tournaments can also be played flat, with every win worth 1 point.

Resigning, the clock and no-shows

Resigning or running out of time does not simply “cost 1 point” — the score is always computed from the final position on the same scale. Resign without having left your starting quarter and it is a koks; resign with all 15 home and none borne off and it is a Home Mars. That closes the “resign cheaply” loophole.

The only result with no position behind it is a walkover in scheduled games: if your opponent does not appear in the room within 10 minutes of the agreed time, the player who showed up takes the maximum — 4 points. If neither player appears, the challenge is voided and nobody scores.

How ProNardy implements these rules

The two notes above — “classically this, here that” — are the complete list of deliberate departures from tradition: the prime restriction is stated more precisely than the common simplification, and the scoring scale rewards rarity instead of the depth of the opponent’s deficit. There are no others, and we will not pass our own variant off as the universal one.

The dice do not come from an ordinary Math.random() but from the Web Crypto API — a cryptographically secure pseudo-random number generator (CSPRNG). MDN describes it as suitable for cryptographic purposes, and the W3C specification recommends “well-established cryptographic pseudo-random number generators seeded with high-quality entropy”.

A CSPRNG alone is not enough: a naive random() % 6 would skew the results, because the 256 possible values of a byte do not divide evenly by six. So the generator discards four values at the top of the range (252–255) and keeps 252, which split across the six faces exactly 42 each — rejection sampling against modulo bias. The game core never calls the generator directly either: the dice source is injected through an interface, and tests replace it with a scripted deterministic one, so any game can be replayed roll by roll.

That same precision is what game analysis and the computer opponent are built on; more about the project and its author is on the about page.

Frequently asked questions

What is the difference between long and short backgammon?

Movement and hitting. In long backgammon both players travel one shared ring in the same direction, and an opposing checker can never be hit. In short backgammon the two players move toward each other, and a lone checker can be hit and sent to the bar.

How do you set up a long backgammon board?

At the start every player has all 15 checkers stacked on their head: White on point 24, Black on point 12, diagonally opposite. White’s home board is points 1–6, Black’s is points 13–18. Every other point is empty when the game begins.

How many checkers are there in long backgammon?

Each player plays 15 checkers of one colour, so 30 are on the board. Fewer will not do: all 15 have to reach the home board before bearing off can start.

What are the rules of long backgammon?

A turn is the two dice, or four moves on a double. Only one checker leaves the head per turn, except on your first turn with 3-3, 4-4 or 6-6. There is no hitting, so a single checker closes a point. Bearing off starts only once all 15 checkers are home.

What kinds of backgammon are there?

Two main branches. Long backgammon (nardy), where checkers travel one shared ring and nothing is ever hit, and short backgammon, where the players move toward each other and lone checkers can be hit. ProNardy implements the long game.

What are Mars and Koks in long backgammon?

They are levels of defeat where the loser bore off nothing. A Mars (2 points) means the checkers left the starting quarter but did not all get home. A Koks (3 points) means at least one checker is still in the starting quarter, head included. In ProNardy the most expensive win is not Koks but Home Mars — 4 points.

The rules are simpler than they look

The fastest way to absorb them is to play the computer: the app highlights every legal move and explains why an illegal one is impossible.

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Next: long backgammon tactics — stacking, spare checkers, and why a greedy bear-off loses.