Long Narde Rules

Board and checkers setup

· Board has 24 cells. All cells are grouped to 4 zones with 6 cells.

· Zones - home of white checker, forecourt of white checkers, home of black checker, forecourt of black checkers.

· Each player starts with fifteen checkers on the rightmost point of the far side of the board, at diagonally opposite corners from each other.

· The starting point for either player is called that player's Head!

Game object

· The object of the game is to move all your checkers around the board and bear them off.

The first move

· Both players roll one die and the higher number goes first. That player rolls the dice again to begin his turn.

· After the first game, the winner of the previous game goes first.

· You may move only one checker off of your head each turn. The one exception is the first roll of the game in which you may move two checkers off your head. Two off the head is forced when a player rolls 3-3, 4-4, or 6-6 for his first roll.

· Checkers both move in the same direction, counterclockwise, around the board.

Moving rules

· The roll of the dice indicates how many points, or pips, the player is to move his checkers.

· A checker may be moved only to an open point, one that is not occupied by any opposing checkers.

· The numbers on the two dice constitute separate moves. For example, if you roll 5 and 3, you may move one checker five spaces to an open point and another checker three spaces to an open point, or you may move the one checker a total of eight spaces to an open point, but only if the intermediate point is also open.

· Doubles are played twice. For example, a roll of 6-6 means you have four sixes to use.

· Max move rule - Player must use both numbers of a roll if possible, or all four numbers in the case of doubles. If you can play one number but not both, you must play the higher one.

· If player does not any possible moves, he skips move turn.

· You may not build a prime (six consecutive blocks) in front of all of the opponent's checkers. At least one opposing checker must be in front of your prime.

Bearing off

· Once you have moved all fifteen of your checkers into their finishing table, you may begin bearing off.

· You bear off a checker by rolling a number that corresponds to the point on which it resides, then removing the checker from the board.

· Player should meet Max move rule.

· If there is no checker on the point indicated by the roll, you must make a legal move using a checker on a higher-numbered point.

· Bearing off is not mandatory, player can move checker in home zone.

Scoring

· The first player to bear off all his checkers wins the game and scores one point.

· If the winner bears off all his checkers before the loser has borne off any, he gets two points. This situation is called "Mars".

Sources

· Long Narde

· Google Play Application