Long narde vs short backgammon — 7 key differences

Long narde and short backgammon share one board, but they are different games:

  • setup: 15 checkers on one «head» vs four stacks;
  • direction: both players one way vs moving toward each other;
  • hits and the bar: none in long narde, core tactics in short;
  • win types: mars and koks vs gammon and backgammon.

Seven key differences are covered below: starting position, direction of movement, hits and the bar, the head rule, blocks, scoring (mars and koks vs gammon and backgammon) and the doubling cube. First — the comparison table.

Comparison table: long narde and short backgammon

RuleLong nardeShort backgammon
Also known asLong narde, «Russian» nardeShort narde, backgammon
Starting checkersAll 15 on a single point (the «head»)Spread across 4 points
DirectionBoth players move counter-clockwisePlayers move toward each other
HitsNoneYes — single checkers (blots) get hit
The «bar»Not usedHit checkers go to the bar, re-enter the board
BlocksThe main tool: a wall of up to 6 consecutive pointsPresent, but they work together with hits and the bar
Off the head per turnOnly one checker (with first-move exceptions)Any number of checkers from any point
2-point winMarsGammon
3-point winKoksBackgammon
Doubling cubeUsed in matches > 1 gameUsed in matches > 1 game

Types of narde

«Types of narde» almost always means the two disciplines played on one and the same board:

  • Long narde (also called Russian narde) — the Eastern variant played in Russia, the Caucasus and across the post-Soviet space: one starting head, forward-only movement, no hits, and three win types — normal, mars and koks. Long narde rules →
  • Short narde, better known as backgammon — four starting stacks, players moving toward each other, hits and the bar, and win types normal, gammon and backgammon. Short backgammon rules →

The board (24 points), the 15 checkers per side and the two dice are identical, which is why sets are simply sold as «narde» with no further qualification. What people often count as separate «types» — a single game or a match to 3, 5 or 7 points, with or without the doubling cube — are match formats, not different games. Win types are a separate question: mars and koks in long narde (details here), gammon and backgammon in the short game.

How are the checkers set up at the start?

In long narde all 15 checkers of each player stand on a single point — the «head». White's head is point 24, Black's head is point 12 (Russian Ministry of Sports numbering). From this point checkers begin their journey to the home board, and from there they are borne off the board.

Long narde board with the starting position: all 15 white checkers stacked on point 24 (the head), all 15 black checkers on point 12.
Long narde: 15 white checkers on point 24, 15 black on point 12 — a single «head» per side.

In short backgammon the starting layout is split across four points: 2 checkers in the opponent's far corner, 5 on your own 6-point, 3 on your own 8-point and 5 on your own 13-point. This asymmetric distribution sets a totally different rhythm — already on move one you have a choice of which group of checkers to develop. In long narde the first decision is rigidly constrained: you can only move from the head.

Short backgammon board with the standard starting position: the same 15 checkers per side, but spread across points 24, 13, 8 and 6.
Short backgammon: the same 15 checkers, spread across four points — 24, 13, 8 and 6.

Which way do the checkers move in each game?

In long narde both players move in the same direction — counter-clockwise around the perimeter of the board. The two sides' checkers never meet face-to-face: they flow in parallel, with a half-board phase shift. This rules out hits as a mechanic.

In short backgammon the players move toward each other: White in one direction, Black in the opposite one. Checkers occupy the same points, and that is where the core of short backgammon is born — the meeting on a single point. If a single opposing checker stands there (a blot), it can be hit.

Are there hits, and how do blocks work?

Long narde is a game without hits. A checker cannot land on one of its own (well, it stacks) and cannot dislodge an opponent: you can only stand on an empty point or join your own stack. The main tactical tool here is the block — a wall of 6 consecutive checkers (a full prime) or shorter walls in narrow places. An opposing checker simply cannot pass through six consecutive occupied points on any roll.

In short backgammon the hit is the central element of tactics. A hit checker goes to the bar and must re-enter the board in the opponent's starting quarter, often costing several tempi. Experienced players balance the desire to attack (build a prime) against the risk of leaving a blot that flies back to the bar tomorrow.

Scoring: how do mars and koks differ from gammon and backgammon?

The numerical scale matches: a normal win = 1 point, a more valuable win = 2, the most valuable = 3. But the conditions for the bonus win differ.

In long narde, mars (2 points) is recorded if the loser failed to bear off any checker but did escape the starting quarter. Koks (3 points) — zero borne off and at least one checker still in the starting quarter. Detailed coverage in the mars and koks article.

In short backgammon, gammon (2 points) — opponent bore off no checkers. Backgammon (3 points) — zero borne off plus a checker in the winner's home board or on the bar at the moment of the final bear-off. So in short backgammon the key bonus condition is the presence of an opposing checker in your zone; in long narde it is the placement of the opposing checkers near the start.

How does the doubling cube work in both games?

The doubling cube was born in short backgammon in 1920s New York, but in modern long narde it is also officially used in tournament play (order №347 of the Russian Ministry of Sports of 30.04.2025, Article 23). The mechanics are identical: after a double the game stake is multiplied by 2, the cube passes to the accepter, and they may double again — see the doubling cube guide.

Differences in nuances: the Crawford rule applies in both games (one game without the cube after match-point), but in long narde the optional Holland rule is often used — the cube is unavailable until both sides have made two moves each. Our engine implements both rules. Beaver and raccoon are historically tied more to short backgammon; in Nardex they are not supported for either game.

How does the strategy differ between the two games?

Long narde is a positional game. With no hits there is no «second chance»: if the opponent has out-paced you on the start, the only way to come back is precise blocking and efficient bear-off. The first quarter plays a big role: the head is both the starting point and a potentially dangerous stack the opponent may try to pin down.

Short backgammon is a tactical game. Hits reshuffle the tempo every few turns, and a position that looks 80% won can flip on a single double. Pip count (the sum of remaining steps) is critical here, because doubling cube decisions — accept or pass — are made precisely on that estimate.

From the engine's perspective both games are stochastic two-player games of complete observation, and both are trained with the same methods (TD-learning, self-play, neural evaluation). For more detail see the long-narde rules and the short-backgammon rules pillar articles in their respective clusters.

Frequently asked questions

What is the difference between long narde and short backgammon?

There are seven key differences. In long narde all 15 checkers start on a single point — the «head»; both players move the same way, counter-clockwise; there are no hits and no bar; only one checker may leave the head per turn; tactics are built on blocks; and the bonus wins are called mars (2 points) and koks (3 points). In short backgammon the checkers are spread across four points; the players move toward each other; a lone opposing checker can be hit onto the bar; you may move any number of checkers from any point; and the bonus wins are gammon (2 points) and backgammon (3 points). The board, the 15 checkers, the two dice and the doubling cube in match play are shared by both disciplines.

What types of narde are there?

In everyday use «types of narde» means the two disciplines played on one and the same board: long narde (also called Russian narde) and short narde, better known as backgammon. The 24-point board, 15 checkers per side and two dice are common to both; what differs is the starting layout, the direction of movement and the hitting rules. Everything else — a single game or a match to 3, 5 or 7 points, with or without the doubling cube — is a match format, not a separate type of narde.

Which is easier for a beginner — long narde or short backgammon?

Long narde is usually picked up faster: there are no hits and no bar, which means fewer rules and no sudden setbacks. Short backgammon is harder at the start but gives instant feedback — the effect of a hit is visible immediately and tactics are felt from the very first games. If the goal is to learn the rules in one evening, start with long narde; if you want tactical fights, start with short backgammon. Most experienced players end up knowing both.

What types of wins are there in long narde and short backgammon?

The point scale is the same in both games — 1, 2 or 3 points — but the conditions differ. Long narde: a normal win (1 point), a mars (2 points — the opponent bore off no checkers but moved them all out of the starting quarter) and a koks (3 points — zero borne off and at least one checker still in the starting quarter). Short backgammon: a normal win, a gammon (2 points — the opponent bore off no checkers) and a backgammon (3 points — the same plus an opposing checker on the bar or in the winner's home board). Every win is multiplied by the current value of the doubling cube.

Which game is older — long narde or short backgammon?

Long narde (Russian narde) is considered a direct descendant of ancient Eastern board games of the tabula family, with roots going back to late antiquity. Short backgammon is the European reform of the same board, taking its modern shape in the 17th–18th centuries. So the long-narde format is older, but the term «нарды» («narde») in modern Russian became firmly attached to this very version.

Can I play both long narde and short backgammon on the same board?

Yes. The board, checkers and dice are identical: 24 points (6 per quadrant), 15 checkers per side, two dice. What differs is the starting layout, direction of movement and part of the rules. The same physical set fully covers both games — that is why many sets are simply sold as «narde» without further qualification.

Which is harder for an AI to play?

For engines, short backgammon has historically been the gold standard — TD-Gammon and most public engines were trained on it. Long narde is less represented in open-source tooling because of its specifics: the «head» rule on the first move, the absence of hits, and a different blocking structure. Modern networks can learn both games, but high-quality public long-narde engines are still scarce.

Are there hits in long narde?

No. Moves in long narde are safe: you cannot land on your own checker (well, you can stack on it) and you cannot hit an opponent. Strategy is built on blocks — walls of consecutive checkers an opponent cannot pass. In short backgammon, hits exist and are the central element of tactics.

Is the doubling cube used in both games?

Yes — in match play in both games. The cube mechanics are identical: values 1→2→4→8→16→32→64, owner is whoever accepted the double. Differences are in the nuances: Crawford applies in both, but in long narde the optional Holland rule is often used (the cube is locked until both sides have made two moves each). Beaver and raccoon are historically tied to short backgammon and are not supported in Nardex for either game.

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