The Six-Point Block Rule in Long Nard
The Long Nard six-point wall is legal only when it does not trap all fifteen opposing checkers. Compare numbered positions.
A wall is not simply six checkers
Six consecutive points controlled by one player form a full barrier because a single die cannot jump the entire series in one legal move. The relevant count is points, not pieces: stacking six checkers on a single point is not a six-point wall. A row of five is a different situation. This article examines the moment a fifth controlled point becomes a sixth and why the opponent’s location, not just the shape of the row, decides legality.
Which side is trapped?
We number points from the approaching opponent’s viewpoint: that player travels from 24 toward 1. Suppose your wall occupies 19, 18, 17, 16, 15 and 14. An opponent checker on 22 is behind it; one already on 12 has passed beyond it. A wall that leaves all fifteen rival checkers behind its six consecutive points is forbidden. If at least one rival checker is beyond the barrier, the rule can permit the completed row.
An illegal wall can appear temporarily
Do not check only the board after the final die. A proposed intermediate move must also obey the rules. If it temporarily closes the sixth point while all fifteen opposing checkers remain trapped behind, the move is not rescued by opening the point on the next die. This is an important case for legal-move highlighting and engine tests, and a reason a plausible final diagram alone cannot prove the sequence legal.
A five-point prime still needs a plan
Five consecutive occupied points can be very effective without crossing the six-point restriction. Still, their value depends on the opponent’s checkers and likely landing points. A player who insists on adding a sixth point without reviewing the far side of the board may waste time planning an unavailable move. Sometimes leaving a deliberate gap and advancing a lagging checker is stronger than building a longer-looking fence.
No hitting changes the purpose of blocks
Long Nard has no blot capture. When your rival has one checker on a point, it is closed. Forming several such points in succession constrains where the opponent may land; it does not eliminate an opposing checker from play. In Tavla or short backgammon, primes and hitting combine differently. Do not carry that strategy vocabulary across without checking the actual movement and six-point restrictions.
Use diagrams with two perspectives
A responsible diagram labels movement direction and places all fifteen opposing checkers, not only the one next to the wall. The same six controlled points could be forbidden in one position and legal in another because a single opposing checker has already passed. Distinguish the rule from strategic advice: whether you should build a legal wall is a separate choice from whether the game permits it.
Practice positions
1. A wall with a condition: 1
Imagine a rival moving 24 toward 1 into a barrier spanning 19 to 14. Count 15 rival checkers on the approaching side, including a piece near 22. The remaining arrangement is decisive: all 15 are still behind 19, so no opponent is beyond 14. Remember that an illegal intermediate landing cannot be repaired by a later die. For the row 19 to 14, count all 15 opposing checkers before treating the sixth occupied point as a legal finish.
2. A wall with a condition: 2
Take the blocked player’s viewpoint; the threatened row runs from 18 down through 13. The sketch has 14 opposing pieces behind the row, with one group around 21. Do not judge this six-point shape alone; one rival on 11 stands beyond 13, leaving just 14 behind. Do not confuse a stack of six checkers with this six-point sequence. A diagram of 18 through 13 must also show what happens beyond 13, otherwise the trapping verdict is incomplete.
3. A wall with a condition: 3
The would-be wall occupies each point between 17 and 12, measured along the approaching path. Mark 15 checkers that have not passed the barrier; 20 is one example of their position. An identical-looking wall could change status because all 15 are still behind 17, so no opponent is beyond 12. Explain whether the row is permitted before debating its tactical value. The key to this 17 to 12 case is the count 15; the visual wall alone cannot establish legality.
4. A wall with a condition: 4
Looking from the opponent’s side, the six-point corridor extends 16, 15, then down to 11. Near 19 you can place some of the 14 opponent checkers still waiting to cross. Now check the owner restriction, where one rival on 9 stands beyond 11, leaving just 14 behind. Count all occupied points and all rival checkers, not merely those closest to the camera. Trace the row from 16 down to 11 and state where the remaining opposing checkers stand before continuing.
5. A wall with a condition: 5
Read the rival’s track from 24 to 1; mark every controlled point in the 20 to 15 run. The approaching side contains 15 opposing checkers, not merely the one visible near 23. To decide whether the sixth point can be closed, observe that all 15 are still behind 20, so no opponent is beyond 15. A legal wall can still slow your own remaining pieces, so legality is not a strategy verdict. The proposed line between 20 and 15 does not tell the full story without the rival pieces near 23.
6. A wall with a condition: 6
For this position, the proposed sixth landing would complete the stretch 15 through 10. After placing 14 waiting checkers, recheck what lies beyond the last point 10. The legality test turns on where the fifteenth checker stands: one rival on 8 stands beyond 10, leaving just 14 behind. Make the movement arrow explicit when turning this position into a teaching diagram. If the move closes point 10 within this 15 to 10 stretch, check the intermediate board immediately.
7. A wall with a condition: 7
On the opponent’s route, six neighbouring points from 14 down to 9 would be closed. Keep track of all 15 pieces on the starting side of this particular 14 to 9 fence. Look beyond 9, not only toward 17, because all 15 are still behind 14, so no opponent is beyond 9. A five-point row would not create this particular full-wall restriction. Keep the direction from 14 to 9 explicit so the position of the 15 approaching checkers is understood.
8. A wall with a condition: 8
Imagine a rival moving 24 toward 1 into a barrier spanning 13 to 8. Count 14 rival checkers on the approaching side, including a piece near 16. The remaining arrangement is decisive: one rival on 6 stands beyond 8, leaving just 14 behind. Remember that an illegal intermediate landing cannot be repaired by a later die. For the row 13 to 8, count all 14 opposing checkers before treating the sixth occupied point as a legal finish.
9. A wall with a condition: 9
Take the blocked player’s viewpoint; the threatened row runs from 12 down through 7. The sketch has 15 opposing pieces behind the row, with one group around 15. Do not judge this six-point shape alone; all 15 are still behind 12, so no opponent is beyond 7. Do not confuse a stack of six checkers with this six-point sequence. A diagram of 12 through 7 must also show what happens beyond 7, otherwise the trapping verdict is incomplete.
10. A wall with a condition: 10
The would-be wall occupies each point between 21 and 16, measured along the approaching path. Mark 14 checkers that have not passed the barrier; 24 is one example of their position. An identical-looking wall could change status because one rival on 14 stands beyond 16, leaving just 14 behind. Explain whether the row is permitted before debating its tactical value. The key to this 21 to 16 case is the count 14; the visual wall alone cannot establish legality.
11. A wall with a condition: 11
Looking from the opponent’s side, the six-point corridor extends 18, 17, then down to 13. Near 21 you can place some of the 15 opponent checkers still waiting to cross. Now check the owner restriction, where all 15 are still behind 18, so no opponent is beyond 13. Count all occupied points and all rival checkers, not merely those closest to the camera. Trace the row from 18 down to 13 and state where the remaining opposing checkers stand before continuing.
12. A wall with a condition: 12
Read the rival’s track from 24 to 1; mark every controlled point in the 17 to 12 run. The approaching side contains 14 opposing checkers, not merely the one visible near 20. To decide whether the sixth point can be closed, observe that one rival on 10 stands beyond 12, leaving just 14 behind. A legal wall can still slow your own remaining pieces, so legality is not a strategy verdict. The proposed line between 17 and 12 does not tell the full story without the rival pieces near 20.
A six-point row is not automatically illegal, and one opponent beyond the wall changes the all-fifteen test. Every intermediate formation is still subject to legality.
Expert tips
When evaluating a proposed sixth occupied point, place all fifteen opposing checkers on your diagram. One already beyond the wall changes the test. Move each die in order and reject an illegal intermediate position even if a later die would reopen it.
Common mistakes
Six checkers on one point do not form a six-point prime. Five consecutive points do not invoke this particular trapping prohibition. A finished board image is not enough when an illegal wall appeared temporarily.
Frequently asked questions
Is any six-point wall illegal?
No. It becomes prohibited if it would leave all fifteen rival checkers trapped behind it; the location of the rival checkers matters.
Does a stack of six checkers count?
No. The restriction is about six consecutive occupied points, not six pieces collected on one point.
Can I always make a five-point row?
The special six-point trapping prohibition does not apply to only five consecutive points, although other move rules still apply.
What if one opponent checker has passed?
The condition against trapping all fifteen checkers is no longer met. The proposed move must still obey every other rule.
Can I close and reopen the wall in one turn?
if the intermediate closing move itself traps all fifteen opposing checkers. Every individual landing must be legal.
Do both players move the same way?
In Long Nard both players move counterclockwise around the board. Use one consistent player perspective when numbering.
Can a checker jump over six closed points?
A single die has at most six pips and cannot land beyond six consecutive closed points in one step.
How is a wall different from hitting?
A wall restricts destinations without removing enemy checkers. Long Nard does not use hitting or the bar.
Does every legal wall make strategic sense?
No. Legality and usefulness are separate; blocking a lane can also hold back your own development.
How should a diagram show legality?
Mark movement direction, the entire six-point row, and the positions of all fifteen opposing checkers, including any already beyond.
Further reading
- Full Long Nard rulebook
- Head departures (A wall with a condition)
- Dice played separately (A wall with a condition)
- Six-point wall condition (A wall with a condition)
- Moving around the board (A wall with a condition)
- Home and removing pieces (A wall with a condition)
- The browser game (A wall with a condition)
- Google Play