each player starts with 15 checkers. Those are placed to the right, at
the top of board, as shown in the above picture. Here, Black would sit at the
top, White at the bottom of the picture
to win, move all your checkers around the board, going
counterclockwise, and bear them all off before your opponent does. In my picture, Black
bears off at the upper-left. White bears off at the lower-right
both players first roll one die. The highest number plays first, rolling
the dice to see how many points you can move your checkers
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, as in Backgammon
if you don’t have a checker on the points indicated by the roll, you must make a legal
move using a checker on a higher-numbered point. If there are none, you must remove
a checker from the highest point that has a checker
the first player to bear off all his or her 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
the game is usually played until one of the two players reaches five points. After the
first game, the winner of the previous game goes first
___
ref.: http://www.bkgm.com/variants/Narde.html
the top of board, as shown in the above picture. Here, Black would sit at the
top, White at the bottom of the picture
to win, move all your checkers around the board, going
counterclockwise, and bear them all off before your opponent does. In my picture, Black
bears off at the upper-left. White bears off at the lower-right
both players first roll one die. The highest number plays first, rolling
the dice to see how many points you can move your checkers
rule #1
a checker cannot move to a point occupied by an opposing checker
rule #2
the numbers on each dice are separate moves. If you roll 2 and
6, you may move one checker two spaces, and
another checker six spaces OR you may move one checker for a
total of eight spaces, but ONLY if the intermediate point (either two
or six from the starting point) is also free of any opposing checker
rule #3
doubles are played twice. For example, a roll of 1-1 means you have
four ones to use
rule #4
you must use both numbers of a roll if possible, or
all four numbers if you got doubles. If you can play only one number but
not both, you must play the higher one
rule #5 / moving off the head
your starting point (all those checkers on your right) is called your “head”. You
may move only one checker off of your head each turn, except on your first
roll, and your first roll only, if you play doubles of 3-3, 4-4, or 6-6, and only those (on a roll of 1-1, 2-2, and 5-5 you may move one checker only)
rule #6
you may not close your opponent’s advance with six consecutive blocks unless
there is at least one opposing checker in front of your blockade
once you’ve moved your fifteen checkers into your finishing table, you may starta checker cannot move to a point occupied by an opposing checker
rule #2
the numbers on each dice are separate moves. If you roll 2 and
6, you may move one checker two spaces, and
another checker six spaces OR you may move one checker for a
total of eight spaces, but ONLY if the intermediate point (either two
or six from the starting point) is also free of any opposing checker
rule #3
doubles are played twice. For example, a roll of 1-1 means you have
four ones to use
rule #4
you must use both numbers of a roll if possible, or
all four numbers if you got doubles. If you can play only one number but
not both, you must play the higher one
rule #5 / moving off the head
your starting point (all those checkers on your right) is called your “head”. You
may move only one checker off of your head each turn, except on your first
roll, and your first roll only, if you play doubles of 3-3, 4-4, or 6-6, and only those (on a roll of 1-1, 2-2, and 5-5 you may move one checker only)
rule #6
you may not close your opponent’s advance with six consecutive blocks unless
there is at least one opposing checker in front of your blockade
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, as in Backgammon
if you don’t have a checker on the points indicated by the roll, you must make a legal
move using a checker on a higher-numbered point. If there are none, you must remove
a checker from the highest point that has a checker
the first player to bear off all his or her 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
the game is usually played until one of the two players reaches five points. After the
first game, the winner of the previous game goes first
___
ref.: http://www.bkgm.com/variants/Narde.html
::: ::: :::
[Picture: The starting setup for playing nardi by reading_is_dangerous]In Armenia, nardi or narde is played on a big wooden game, 30 cm by 60, about 12 inches by 24. Tiny dice are preferable. The sounds of dice throwing and checker moving can be heard all over the country, all the time. Everybody has their own special techniques: how to roll the dice, how to build the best blockade, how to prepare for bearing off the checkers, etc.
If you have a question or would like a few tips, please leave a comment. I'll come back, and edit this page accordingly.
No comments:
Post a Comment