Narde — also known as Long Narde or Nard — is one of the most popular backgammon variants in the world, dominant across Russia, Iran, Azerbaijan, Georgia, and much of Central Asia. Millions of people play it daily, yet outside those regions it remains largely unknown. This guide covers everything: the rules, starting position, key strategic differences from standard backgammon, and how to win.
Key Takeaways
- In Narde (Long Narde), all 15 checkers start on one point — not the standard backgammon setup
- Players cannot hit each other — there is no sending checkers to the bar in Narde
- Both players move in the same direction, racing to bear off first
- Blocking is the primary offensive weapon — building consecutive points to trap opponent checkers
- Narde rewards positional play and prime-building even more than standard backgammon
- No doubling cube in traditional rules — a pure racing and blocking game
What Is Narde?
Narde (Russian: нарды, Persian: نرد) is a two-player race and blocking game played on the same board as backgammon. The core difference from Western backgammon is dramatic: no hitting. Checkers cannot be sent to the bar. The game becomes a pure contest of blocking, racing, and positional efficiency.
Narde is often called Long Narde to distinguish it from the older Short Narde variant (which has a different starting arrangement). When people say “Narde,” they almost always mean Long Narde.
Equipment
Narde uses the standard backgammon board with 24 points, 30 checkers (15 per player in two colors), and two dice. No doubling cube is used in traditional play.
Starting Position
The starting position is radically different from standard backgammon:
- White places all 15 checkers on the 24-point
- Black places all 15 checkers on the 12-point
- Both players move counter-clockwise (from high numbers toward low numbers)
- White moves: 24 → 23 → 22 → … → 1 (bear off)
- Black moves: 12 → 11 → 10 → … → 1 (bear off)
This creates an asymmetric opening where White must traverse 24 points and Black must traverse 12 points — but they cannot hit each other, so Black’s shorter distance is the only head start.
Core Rules
Movement
- Roll two dice and move checkers forward (toward lower numbers) by the values shown
- Each die is played separately — one checker or two may be moved
- You must use both dice if legally possible; if only one can be played, use the higher value
No Hitting
This is the defining rule of Narde. You may not land on a point occupied by any opponent checker — whether that point has one checker (a blot in standard backgammon terms) or more. Every opponent checker is protected.
If your roll would force you to land on an opponent’s point, you must find an alternative move. If no legal move exists, you forfeit your turn.
Blocking
Because you cannot hit, your primary offensive tool is blocking — placing two or more checkers on consecutive points to form a prime (a wall of blocked points your opponent cannot pass).
Key blocking rules:
- A point is made when you have 2+ checkers on it
- Your opponent cannot land on any made point of yours
- A prime of 6 consecutive made points completely traps opponent checkers behind it (just as in standard backgammon priming)
The Head Rule
Both players’ checkers begin stacked on one starting point (the “head”). A critical restriction applies:
- You may only move one checker off the head per turn
- Exception: On the very first turn only, if your opening roll is 3-3, 4-4, or 6-6, you may move two checkers off the head
This prevents rapid escape and forces gradual, strategic development from the starting stack.
Bearing Off
Bearing off in Narde follows the same logic as standard backgammon:
- Once all 15 of your checkers are in your home board (points 1–6), you may bear off
- Roll the dice and remove checkers from corresponding points
- If no checker is on the indicated point, you must move a checker from a higher point if one exists, or bear off from the highest occupied point
- The first player to bear off all 15 checkers wins
For more detail on bearing-off mechanics, see the bearing off guide.
Scoring
- Standard win: Opponent has not started bearing off → 2 points (mars)
- Normal win: Opponent has borne off at least one checker → 1 point
- Some regional variants use different scoring multipliers
Strategy: How Narde Differs Strategically
Race vs. Block Tension
Without hitting, the game is a tension between racing (advancing checkers quickly toward home) and blocking (slowing the opponent down with primes). Pure racing is faster but leaves you vulnerable to primes. Pure blocking may work but requires holding many checkers in mid-board while the race continues.
The best Narde strategy is typically a hybrid: advance some checkers quickly while building a moving prime that traps opponent checkers.
Building a Moving Prime
The most powerful concept in Narde is the moving prime — a prime of 4–6 consecutive points that you advance forward (toward your home board) while keeping opponent checkers trapped behind it.
- Start building your prime around the 15–18 point range
- Extend it forward as the game progresses
- Trap as many opponent checkers behind it as possible
- The prime moves like a convoy — you advance the front edge while maintaining consecutive coverage
Managing the Head
Because you can only move one checker per turn off the starting head, how you sequence your departures matters:
- High rolls (5-6, 6-6) on the first several turns are valuable for rapid development
- Mix running checkers and prime-building depending on your rolls
- Don’t leave too many checkers trapped on the head late in the game — they’ll need to catch up
Counting and Efficiency
With no hitting to disrupt the race, pip counting becomes even more important in Narde than in standard backgammon. See the pip count guide for counting methods that transfer directly to Narde.
An efficient bearing-in strategy (spreading checkers evenly across your home board) is critical. See bearing in for the principles.
Doubling Considerations
Traditional Narde doesn’t use a doubling cube, so match scoring is simpler. However, if playing with a cube (common on online platforms), the same cube strategy principles from standard backgammon apply — see the doubling cube guide.
Narde vs. Standard Backgammon: Key Differences
| Feature | Standard Backgammon | Narde (Long Narde) |
|---|---|---|
| Starting position | Spread across 4 points | All 15 on one point |
| Hitting | Yes (blots sent to bar) | No — you cannot land on opponent checkers |
| Direction | Players move opposite directions | Both players move same direction |
| Doubling cube | Standard in competitive play | Not used traditionally |
| Head rule | N/A | Only 1 checker per turn off the head |
| Primary strategy | Race + hit + prime | Block + race |
| Skill emphasis | Cube handling, timing, attack | Positional, prime-building, efficiency |
Narde Online
Narde is widely available on online platforms, particularly:
- VIP Backgammon — popular in Russia
- Backgammon Stars — includes Narde mode
- TabletopTo and similar international platforms
For a broader review of platforms that support Narde and other variants, see the backgammon online platforms guide.
Other Backgammon Variants
Narde is one of dozens of regional backgammon variants. For a broader overview, see backgammon variations. Another popular variant from the Mediterranean region is Tavli, the Greek backgammon tradition that includes three separate games played in sequence.
Summary
Narde is backgammon without the hitting — a game of pure blocking and racing that rewards positional discipline and prime-building above all else. Key points:
- All checkers start on one point; one checker per turn off the head
- No hitting — you cannot land on opponent checkers
- Build moving primes to trap and delay your opponent
- Both players move in the same direction
- First to bear off all 15 checkers wins
Whether you’re a backgammon player looking to expand your repertoire or someone who learned Narde first, understanding both games deepens your appreciation of the underlying race-and-block structure they share.