Sign inPlay

Long nardy rules: how to play the backgammon of Russia and the Caucasus

The PlayChat team · Updated 11 November 2026

Long nardy is the backgammon variant played across Russia, the Caucasus and Central Asia. Each side starts with all 15 checkers on one point, the head, and both move counter-clockwise round the whole board. There is no hitting, only one checker may leave the head per turn, and the first to bear off all fifteen wins.

How is long nardy different from backgammon?

  • All 15 checkers start on a single point instead of four.
  • Both players move in the same direction, counter-clockwise.
  • There is no hitting and no bar: one enemy checker is enough to close a point.
  • There is usually no doubling cube.

How do you move?

Each die moves one checker that many points. Doubles are played four times. You must use both dice if you can; if only one can be played, it must be the larger. With no legal move the turn passes.

What is the head rule?

Only one checker may leave the head per turn. The exception is an opening roll of 3-3, 4-4 or 6-6, which cannot be played with one checker, so two may leave.

Can you build a six-point prime?

Only if at least one enemy checker is already ahead of it. A block of six closed points in a row that traps all fifteen of the opponent’s checkers is not allowed, even in the middle of a move.

Bearing off and scoring

Once all 15 checkers are home you may bear them off. A win where the loser has borne off at least one checker scores 1 (oin); if the loser has borne off none, it is a mars and scores 2.

Play long nardy

FAQ

Can you hit in long nardy?

No. A point with even one enemy checker is closed, but nothing is ever sent back.

How many checkers can leave the head?

One per turn, or two on an opening 3-3, 4-4 or 6-6.

Read next