Gul bara rules
Gul bara — also called rosespring backgammon or crazy narde — is Bulgaria's fevga with one rule added: doubles escalate. Everything else is the same game — the same parallel course from diagonally opposite corners, the same lone checker holding a point, the same head rule — but a single double can move mountains.
The starting position.
The starting position
All fifteen checkers start on your own corner point; the two starting corners lie diagonally opposite. Both sides travel the same way round the board, and your home quarter — where you bear off — is the last quarter of your own path.
The first roll
Each player rolls one die; the higher one starts and plays exactly those two numbers. A tie is rolled again — so the first turn of a game is never a double.
Rolling and moving
Two dice, exact numbers, always forward; a double is played four times. You must play every number you legally can, and the higher one if only one of the two fits. There is no hitting and no bar — what is blocked is simply blocked.
One checker holds a point
A single checker owns its point outright: the opponent may neither land on it nor touch it as the intermediate step of a combined move. Every lone checker is a closed door — a game about doors rather than contact.
The head rule
Until your first checker has reached the opponent's starting quarter — the six points beginning at their corner — it is the only checker you may move; the other fourteen wait. Sources disagree on whether reaching that quarter is enough or the corner itself must be passed; nard.gg plays the Greek reading: reaching it is enough.
Doubles escalate
A double is played four times — and then hands you the next one for free: after 4-4 you play 5-5, then 6-6, all without rolling again. The chain ends at 6-6, or at the first number you cannot play out in full. A single roll of 1-1 can be worth up to twenty-four moves.
Each player's first three rolls are exempt from the chain — without that grace, the opening would belong to whoever rolls a double first.
Bearing off
Once all fifteen have reached your home quarter, you bear off: each number takes a checker from the point it names, and a number higher than your highest occupied point bears off from that one. Bearing off is never compulsory.
Scoring
One point for the win — two if the loser has borne off nothing. There is no triple game and no doubling cube.
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