Jetan

Jetan is a chess variant that is included in Edgar Rice Burroughs' book The Chessmen of Mars ( 1922) and there plays an essential role in the course of the story. The information in the book are sufficient to reconstruct the chess variant with its rules.

The aim of the game is to conquer the enemy princess who is a very moving, but weak pawn. Alternatively, you can hit the enemy leaders with their own leader.

Regulate

The re- passed in this rules are of the reconstruction by Jean -Louis Cazaux, which is shared by Fergus Duniho. Larry Lynn Smith are several alternative interpretations for the gaits of the individual figures.

Brett and initial position

The game is played on a 10 × 10 fields large board, which has a black and orange checkerboard pattern. A party has orange figures and plays in the North, the other has black figures and plays in the south. This list reflects old war against on Barsoom.

Each player has 20 pieces: Two Thoats, eight Panthans, two warriors, two Padwars, two Dwars, two flyers ( or Odwars ), a princess and a leader. The initial position is shown in the following table.

The installation is point-symmetric, that is, the orange princess is opposed to the black leader, and the leader of the orange black princess. In a variant that is played in Manator, each other, as in chess, the leaders and princesses over.

Turn order and the beginning of the game

Both players take turns. In the first game, the two players must figure out who starts. In the following games, the winner goes first or ask the opponent to start the game.

General information on the moves of the pieces

In the following descriptions of the moves of the pieces defined step numbers come before. These are always meant exactly, that is, a three-step figure you have to go all three steps and can not just go one or two steps. During a turn, a once awkward field must be visited a second time. If the target field occupied by an opponent's piece, it will be defeated.

There is no Chess bid and Matt in the usual sense, so it is not forbidden to go with the leader or the princess on a threatened area.

Thoat

The thoat attracts exactly two steps, one orthogonal and one diagonal, where it may arbitrarily change direction and jump over other pieces. The thoat can therefore reach a total of twelve boxes, each with a different color than the starting field. It combines the possible moves of the knight and the vizier.

Panthan

The Panthan can move one square in any direction forward or sideways. He can not move backwards. A Panthan can not be transported or converted.

Warrior

The warrior moves two squares horizontally or vertically, or in a combination of both directions. He can not skip and therefore the view of other characters. The warrior is bound to a field color.

Padwar

The Padwar moves two squares diagonally or in a combination of diagonal directions. He can not skip and therefore the view of other characters. The Padwar is bound to a field color.

Dwar

The Dwar draws three orthogonal fields or in a combination of orthogonal directions. He can not skip and therefore the view of other characters. The Dwar changes the color field in each train.

Flyer or Odwar

The plane pulls three fields in the diagonal direction, or any combination of diagonal directions. He can jump over other pieces. The plane is bound to a field color.

Princess

The Princess draws three fields in each direction (orthogonal or diagonal) or any combination of these directions. You can jump over other pieces. Thus, it can reach any field within a radius of three fields. The princess can beat any other character.

Once during the game, it has a special escape train. With this the escape they can draw on any empty space on the board.

Leader

The leader can draw three fields in each direction ( orthogonal or diagonal) or any combination of these directions. He can not jump over other pieces.

Gambling

The game ends when either a princess or a leader is beaten.

The winner is the man who kills the princess of the enemy or who kills the enemy leader with their own leader.

After Burroughs' original rules, the game ends in a draw, when the leader is beaten by another figure.

The game is also a draw if both sides have only three or less characters and the game is not over the next ten trains ( five per figure) is obtained from one of the two players.

With the original rules of the game is very often a draw. To reduce the number of draw, Cazaux proposes the following modification of the original rules: If the leader beaten by another character as the other leaders, so the game continues.

437319
de