Nardy rules: long and short

Short backgammon

Setup

Each side has 15 checkers: 2 on the 24-point, 5 on the 13-point, 3 on the 8-point and 5 on the 6-point. The two sides move in opposite directions.

Moving

Each die is a separate move. Doubles are played four times. You must use both dice if you can. If only one can be played, play the larger one when possible.

You cannot land on a point held by two or more opposing checkers.

Hitting

Land on a single opposing checker to hit it. It goes to the bar and must re-enter in your home board before its owner can move anything else.

Bearing off

Once all 15 checkers are in your home board you can bear them off. A higher die can bear off the farthest checker when no checker is on the matching point.

Scoring

Single game: 1 point. Gammon (loser bore off nothing): 2. Backgammon (and still has a checker on the bar or in your home): 3.

Long nardy

Setup

Each side puts all 15 checkers on its head: White on point 24, Black on the opposite point. Both sides move the same way round the board, counterclockwise.

Moving

Each die is a separate move. Doubles are played four times. You must use both dice if you can, and the larger one if only one fits.

There is no hitting. A single checker holds a point, and the opponent cannot land there.

The head

Only one checker may leave the head per turn. The one exception: on your first turn, 6-6, 4-4 or 3-3 lets two checkers leave.

Blocks

You may not build six points in a row unless at least one opposing checker is already in front of it.

Bearing off

Once all 15 checkers are in your home (the last quarter), bear them off like in short backgammon.

Scoring

Win: 1 point. Mars (loser bore off nothing): 2 points.