A nardi match on tamashebi.cc comes in four formats: to 1, 3, 5 or 7 points. The person creating the table chooses, and the choice changes the whole character of the game. In a one-point match a single game decides everything and the size of the win does not matter. In a longer match, oini, mars and koks carry different weight, the score becomes part of tactics, and one move can save or lose two points. Below we look at how a match is counted, what changes from one format to the next, and which to choose.
Why the match format matters
In nardi the dice decide a lot within one game, but the more games you play, the more clearly it shows who makes better decisions. In a single game a beginner can beat an experienced player with two good doubles; in a seven-point match that takes far more luck. A long match also raises new questions: is it worth risking for a mars when your opponent needs one point? How do you play at 4-4 in a five-point match? In a one-point game these questions never come up.
- There is no doubling cube (the "davi") on the site, so a game's value is set only by how it ends: 1, 2 or 3 points.
- Every new game starts with a fresh opening roll: each player rolls one die and the higher plays those two dice. Winning the previous game gives no advantage.
- The match ends as soon as someone reaches or passes the chosen number. Extra points count for nothing.
- Resigning or leaving the table ends the whole match: your opponent receives as many points as they need to win.
Oini, mars and koks: how the score moves
Oini is one point (the loser bore off at least one checker), mars two (the loser bore off none), koks three (the loser bore off none and still has a checker on the bar or in the winner's home). The same result weighs differently in each format:
- To 1 point: oini, mars and koks all end the match the same way; the result only shows on screen.
- To 3 points: oini is a third of the target, mars two thirds, and koks from 0-0 wins the match on the spot.
- To 5 points: oini is a fifth of the target, mars two fifths, koks three fifths; two marses and one oini are enough to win the match.
- To 7 points: oini is a seventh, mars two sevenths, koks three sevenths; a match usually runs several games, and one bad game can be recovered.
The key conclusion: the shorter the match, the bigger the share of a single mars or koks. In a three-point match a koks is the whole match; in a seven-point match it is just a good start.
1 point: a single game
A one-point match is the quickest and simplest: one game, one winner. The only goal is to win the game, and that makes play simpler too. There is no point protecting yourself against mars: a loss is a loss, by oini or by koks. So in a losing position you can fight to the end for a hit, leave your back checkers in your opponent's home and wait for a blot, something that in a long match could cost you two or three points. This format is good for learning, for a short break, and for days when you just want a few quick games.
3, 5, 7: the strategic difference
In a long match every decision has to be weighed against the score. The most useful habit is to count how many points each player still needs. A few examples that follow directly from the site's rules:
- Three-point match, 2-0 to you. You need one point, so any win ends the match. Your opponent needs three: for them oini means 2-1, mars 2-2, and koks wins the match. So they will try to trap your checkers and go for a big win, and even if you lose the game, your priority is to bear off one checker and avoid koks.
- Five-point match, 4-4. Both need one point, the next game decides the match, and the size of the win no longer counts. Play exactly as in a one-point match: purely to win the game.
- Five-point match, 3-0 to you. You need two points, so mars wins you the match. If one of your opponent's checkers is trapped in your home, do not rush to let it go: a chance at mars or koks is worth the most right now.
- Seven-point match, 1-5 against you. Your opponent needs two, so a mars against you ends the match. In this game bearing off one checker keeps the match alive: losing by oini only takes the score to 1-6. If you are ahead in the race, though, play for a big win: koks would bring the score to 4-5.
The seven-point match is the "fairest" in the sense that luck has more time to even out and skill more time to show. The three-point match sits in between: short enough to fit in one break, but already the format where mars and koks swing the score sharply.
Example: a three-point match, game by game
- Game one: A bears off all fifteen; B has borne off five. Oini, 1-0.
- Game two: B hits two of A's checkers before the race and wins while A has borne off none, with nothing left on the bar or in B's home. Mars, 1-2.
- Game three: B needs one point to win the match, A needs two. Oini is not enough for A (it would be 2-2 and the match would go on), but mars wins it. So A takes a risk: holds B's back checker in A's home and builds a prime. B cannot get the checker out, and A wins by mars: 3-2, match to A.
Which format to choose
- 1 point: learning, quick games, sizing up a new opponent.
- 3 points: one serious game for an evening, where oini, mars and koks already matter.
- 5 points: a balance of length and depth; good for a longer contest with a friend.
- 7 points: the longest format, for players who enjoy managing the score and a long fight.
The time per move completes the format: 20, 30, 45 or 60 seconds. In a long match 45 to 60 seconds gives you time to count; in a short one 20 to 30 seconds keeps the game lively. If you create a coin table, the stake is for the whole match, not each game, so keep that in mind when you pick seven points.
Frequently asked questions
- Can I play to 11 or 15 points?
- On tamashebi.cc a nardi match is played to 1, 3, 5 or 7 points; those four options appear when you create a table.
- Is the Crawford rule used?
- No, and it is not needed: that rule restricts the doubling cube, and the site does not use a cube. Every game is worth 1, 2 or 3 points, whatever the score.
- What happens if I resign in the middle of a match?
- The match ends and your opponent receives as many points as they need to win. In a seven-point match, resigning at 0-0 gives them seven points.
Nardi on tamashebi.cc is free to play. Some tables use Domino Coin, a virtual in-game coin: it is never money, cannot be bought or cashed out, and means nothing outside the site. The game is for fun and for skill.
The games on Tamashebi.cc are played in a Georgian-language interface. They are free and use a virtual coin, never real money.