The Rules of Jetan
The Board
"...which is played upon a board of a hundred alternate black and
orange squares." (Chapter II of the text)
"Square board consisting of one hundred alternate black and orange
squares." (Appendix)
There is no difference between the
text and appendix descriptions, thus this is taken as a
strict rule.
The board is placed with the black square to the left. This does not give
either side an advantage but eliminates the potential of argument. (This is not
mentioned in either the text or the appendix but is presented here
as a rule.)
The Pieces
In order, as they stand upon the board in the first row, from
left to right of each player: Warrior(WA), Padwar(PW),
Dwar(DW), Flier(FL) or Odwar, Chief(CH),
Princess(PR), FL, DW, PW, WA.
(The Chief and Princess do not directly face their alternates,
such as the king and queen of Terran European chess.)
And in the second row from left to right: Thoat(TH),
Panthan(PA), PA, PA, PA, PA, PA, PA, PA, TH.
(The term Odwar is used in connection with the Flier in Chapter
XVII during the climactic game of the book. This may be only a recognition of
rank and not actual title but is presented for clarity.)
Here is presented the overall appearance of the initial setup:
[WA][PW][DW][FL][PR][CH][FL][DW][PW][WA] ORANGE
[TH][PA][PA][PA][PA][PA][PA][PA][PA][TH]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[TH][PA][PA][PA][PA][PA][PA][PA][PA][TH]
[WA][PW][DW][FL][CH][PR][FL][DW][PW][WA] BLACK
There is no difference
between the text and appendix descriptions, thus this is taken as
a strict rule.
The Orange pieces are given the northern ranks while the Black are arranged
on the southern. This is done in memory of these ancient races of Barsoom.
Movement of the Pieces
Here is where the majority of the various
interpretations diverge. Throughout the explanations, all will be discussed and
denoted. (O will represent the starting position of the piece and X will
represent the potential move.)
The differences between the text and the appendix, and the
strict interpretation and loose interpretation of each, will be
discussed in full.
Beginning with the...
Panthan
"...may move one space in any direction except backward..."
(Chapter II of the text)
"...1 space, forward, side, or diagonal, but not backward."
(Appendix)
Strict interpretation (Chained Panthan)
This interpretation does not
allow any backward movement, including diagonally. Since there is no promotion
of the panthan, upon reaching the tenth rank on the board, it becomes
highly ineffectual in the game.
BLACK PANTHAN ORANGE PANTHAN
[X][X][X] [ ][ ][ ]
[X][O][X] [X][O][X]
[ ][ ][ ] [X][X][X]
This
version forces the player to carefully use the Panthan.
Loose interpretation (Free Panthan)
This interpretation allows for
backward diagonal movement. Since ERB specifically notes the term "forward" as
the forward orthogonal movement in the appendix, it is taken that the
term "backward" refers only to the backward orthogonal movement. This allows for
greater freedom of movement of the Panthan without raising its power
significantly. This also eliminates the problem of the tenth rank stranding.
BLACK PANTHAN ORANGE PANTHAN
[X][X][X] [X][ ][X]
[X][O][X] [X][O][X]
[X][ ][X] [X][X][X]
When the backward diagonal "retreat" movement is used, this opens
the file for the opponent. This gives the game a more strategic flavor.
Warrior
"...straight in any direction, or diagonally, two spaces..."
(Chapter II of the text)
"...2 spaces straight in any direction or combination."
(Appendix)
Here is the first piece which offers one of the
most difficult to interpret. Not only is there a strict and loose
interpretation but now, there is a difference between the text and the
appendix versions.
First........
Appendix Interpretation
This is the least complicated rule, dealing only
with orthogonal movement.
Strict Appendix Interpretation (Chained Warrior)
The warrior must
move two spaces orthogonally. BLACK and ORANGE WARRIOR
[ ][ ][X][ ][ ]
[ ][X][ ][X][ ]
[X][ ][O][ ][X]
[ ][X][ ][X][ ]
[ ][ ][X][ ][ ]
Note that the first orthogonal square which the
warrior passes through must be vacant. The warrior then continues
with the next orthogonal square in the same direction or changes direction but
not return to the original square.
Loose Appendix Interpretation (Free Warrior)
The warrior may move
up to two spaces orthogonally.
BLACK and ORANGE WARRIOR
[ ][ ][X][ ][ ]
[ ][X][X][X][ ]
[X][X][O][X][X]
[ ][X][X][X][ ]
[ ][ ][X][ ][ ]
This interpretation increases the power of the
warrior and reduces the opponent's opportunity of the unchallenged block
or attack.
Strict-strict Text Interpretation (Chained Civil Warrior)
This
interpretation involves both strict movements and strict
combinations. The warrior must move two squares. If the
warrior starts with an orthogonal move, its second must be an orthogonal
move. If the first move is diagonal, the second must be diagonal.
BLACK and ORANGE WARRIOR
[X][ ][X][ ][X]
[ ][X][ ][X][ ]
[X][ ][O][ ][X]
[ ][X][ ][X][ ]
[X][ ][X][ ][X]
This version offers the increased reach to the
warrior but maintains the opponent's opportunity to approach or block.
Strict-loose Text Interpretation (Chained Wild Warrior)
This
interpretation involve strict movements and loose combinations.
The warrior must move two squares. If the warrior
starts with an orthogonal move, its second may be either orthogonal or diagonal.
If the first move is diagonal, the second may be orthogonal or diagonal.
BLACK and ORANGE WARRIOR
[X][X][X][X][X]
[X][X][X][X][X]
[X][X][O][X][X]
[X][X][X][X][X]
[X][X][X][X][X]
This version increases the power of the
warrior dramatically and practically eliminates the opponent's
opportunity to approach or block. There is still the possibility of the
warrior being blocked effectively by its own color.
Loose-Strict Text Interpretation (Free Civil Warrior)
This
interpretation involves loose movements and strict combinations.
The warrior may move up to two squares. If the warrior
starts with an orthogonal move, its second must be orthogonal. If the first move
is diagonal, the second must be diagonal.
BLACK and ORANGE WARRIOR
[X][ ][X][ ][X]
[ ][X][X][X][ ]
[X][X][O][X][X]
[ ][X][X][X][ ]
[X][ ][X][ ][X]
This version offers the increased reach to the
warrior. It eliminates the opponent's possible block but not all of the
possible approaches. The warrior may still be blocked by its own color.
Loose-loose Text Interpretation (Free Wild Warrior)
This interpretation
involves both loose movements and loose combinations. The
warrior may move up to two squares. If the warrior starts
with an orthogonal move, its second may be orthogonal or diagonal. If the first
move is diagonal, the second may be orthogonal or diagonal.
BLACK and ORANGE WARRIOR
[X][X][X][X][X]
[X][X][X][X][X]
[X][X][O][X][X]
[X][X][X][X][X]
[X][X][X][X][X]
This version offers the most powerful of the
interpretations. The warrior effectively controls all twenty-four of the
surrounding squares. There are no approaches or potential blocks for the
opponent. There is still the chance of block by its own color.
Padwar
"...two diagonal in any direction, or combination..." (Chapter II
of the text)
"...2 spaces diagonal in any direction or combination."
(Appendix)
Here, at least, the text and
appendix both agree on the direction of movement of the Padwar.
There is still open interpretation of the movement itself.
Strict Interpretation (Chained Padwar)
The Padwar must move the
entire two squares.
BLACK AND ORANGE PADWAR
[X][ ][X][ ][X]
[ ][ ][ ][ ][ ]
[X][ ][O][ ][X]
[ ][ ][ ][ ][ ]
[X][ ][X][ ][X]
This version allows for both approach and blocking
by the opponent.
Loose Interpretation (Free Padwar)
The Padwar may move up to
two squares.
BLACK AND ORANGE PADWAR
[X][ ][X][ ][X]
[ ][X][ ][X][ ]
[X][ ][O][ ][X]
[ ][X][ ][X][ ]
[X][ ][X][ ][X]
This version allows for approach but eliminates
the opponent's ability to block. The Padwar may still be blocked by its
own color.
Thoat
"...may move one straight and one diagonal, and may jump
intervening pieces..." (Chapter II of the text)
"...2 spaces, one straight and one diagonal in any direction."
(Appendix)
Here, again, there are two versions of movement.
In the text, the thoat is given the ability to jump but no
such ability is denoted in the appendix. Some would offer that "that
which is not specifically denied is accepted".
Also, there is opinion as to the order of the orthogonal and diagonal moves.
Since the order appears the same in both text and appendix, some
would argue for strict adherence to this order. This gives the opponent
the ability to easily block the non-jumping thoat.
Loose interpretation would allow these moves to be made in either
order. This increases the number of attack paths for the non-jumping
thoat.
The ability of jumping renders this movement argument moot.
Strict, Loose or Jump interpretation (Chained Thoat, Free Thoat or Wild
Thoat)
No matter which interpretation is adhered to, the destination squares
are the same.
BLACK and ORANGE THOAT
[ ][X][ ][X][ ]
[X][ ][X][ ][X]
[ ][X][O][X][ ]
[X][ ][X][ ][X]
[ ][X][ ][X][ ]
The only difference is the ability to block the
non-jumping thoat's movement. This varies between the
strict and loose interpretation. Whereas the strict
interpretation offer the potential of four paths, the loose
interpretation has eight.
Dwar
"...three spaces straight in any direction, or combination..."
(Chapter II of the text)
"...3 spaces straight in any direction or combination."
(Appendix)
Again, both the text and appendix
agree on the direction of movement. Still, the number of squares may be open to
interpretation.
Strict Interpretation (Chained Dwar)
The Dwar must move the
entire three squares.
BLACK or ORANGE DWAR
[ ][ ][ ][X][ ][ ][ ]
[ ][ ][X][ ][X][ ][ ]
[ ][X][ ][X][ ][X][ ]
[X][ ][X][O][X][ ][X]
[ ][X][ ][X][ ][X][ ]
[ ][ ][X][ ][X][ ][ ]
[ ][ ][ ][X][ ][ ][ ]
This version offers several opportunities for the opponent to
approach and block.
Loose Interpretation (Free Dwar)
The Dwar may move up to
three squares.
BLACK or ORANGE DWAR
[ ][ ][ ][X][ ][ ][ ]
[ ][ ][X][X][X][ ][ ]
[ ][X][X][X][X][X][ ]
[X][X][X][O][X][X][X]
[ ][X][X][X][X][X][ ]
[ ][ ][X][X][X][ ][ ]
[ ][ ][ ][X][ ][ ][ ]
This version increases the attack power of the Dwar and
reduces the ability of the opponent to approach and block.
Flier or Odwar
"...There be no Fliers in Manator and no piece in their game of Jetan bearing that name.
Instead they call him who stands next to the Chief or Princess, Odwar. The piece has the
same moves and power that the Flier has in the game as played outside Manator...."(Chapter XVI
of the TEXT)
This should end all argument as to the origin of the term 'Odwar'. This was used by ERB
to distinguish citizens of Manator from the rest of Barsoom and to place a stigma upon the hero
who was passing himself off as a Manatorian.
Some have denied the Odwar the ability to JUMP, no reference to this restriction could be
found.
But if both players agree to this restriction, no attempt will be made to prevent this. Remember
that the game of Jetan is a game of wager and handicapping is an acceptable aspect of any
wager.
"...three spaces in any direction, or combination, diagonally, and
may jump intervening pieces..." (Chapter II of the text)
"...3 spaces diagonal in any direction or combination; and may
jump intervening pieces." (Appendix)
At least, both the
text and appendix agree upon the direction and the jump
ability of the Flier. The following will discuss the strict and
loose interpretations of the amount of movement.
Strict Interpretation (Chained Flier)
The Flier must mover the
entire three squares.
BLACK and ORANGE FLIER
[X][ ][X][ ][X][ ][X]
[ ][ ][ ][ ][ ][ ][ ]
[X][ ][X][ ][X][ ][X]
[ ][ ][ ][O][ ][ ][ ]
[X][ ][X][ ][X][ ][X]
[ ][ ][ ][ ][ ][ ][ ]
[X][ ][X][ ][X][ ][X]
This version offers the opponent the greatest ability to
approach the Flier but its jumping ability eliminates any chance
of a block.
Loose Interpretation (Free Flier)
The Flier may move up to
three squares.
BLACK and ORANGE FLIER
[X][ ][X][ ][X][ ][X]
[ ][X][ ][X][ ][X][ ]
[X][ ][X][ ][X][ ][X]
[ ][X][ ][O][ ][X][ ]
[X][ ][X][ ][X][ ][X]
[ ][X][ ][X][ ][X][ ]
[X][ ][X][ ][X][ ][X]
This version increases the Flier's ability to attack and
reduces the opponent's approach.
Chief
"...three spaces in any direction, straight, or diagonal..."
(Chapter II of the text) "...3 spaces in any direction; straight or
diagonal or combination." (Appendix) Once again, there is conflict
between the text and the appendix about the ability of the
Chief to use the combination rule. The following interpretations will
account for this
Strict Text Interpretation (Chained Chief)
Here the Chief must
move the entire three squares and may not change direction during the
move.
BLACK and ORANGE CHIEF
[X][ ][ ][X][ ][ ][X]
[ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ]
[X][ ][ ][O][ ][ ][X]
[ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ]
[X][ ][ ][X][ ][ ][X]
This is the weakest version of the Chief. It offers few
squares to attack, a higher ability for the opponent to approach and block.
Loose Text Interpretation (Free Chief)
Here the Chief may move
up to three squares but may not change direction during the move.
BLACK and ORANGE CHIEF
[X][ ][ ][X][ ][ ][X]
[ ][X][ ][X][ ][X][ ]
[ ][ ][X][X][X][ ][ ]
[X][X][X][O][X][X][X]
[ ][ ][X][X][X][ ][ ]
[ ][X][ ][X][ ][X][ ]
[X][ ][ ][X][ ][ ][X]
This version offers more opportunities for the Chief to
attack while giving the opponent significant ability to approach. It also
eliminates the opponent's ability to block but not by the Chief's own
color.
Strict-strict Appendix Interpretation (Chained Civil Chief)
Here the
Chief must move three squares. Once it begins to move
orthogonally, it must continue to move orthogonally. If it begins moving
diagonally, it must continue to move diagonally.
BLACK and ORANGE CHIEF
[X][ ][X][X][X][ ][X]
[ ][ ][X][ ][X][ ][ ]
[X][X][X][X][X][X][X]
[X][ ][X][O][X][ ][X]
[X][X][X][X][X][X][X]
[ ][ ][X][ ][X][ ][ ]
[X][ ][X][X][X][ ][X]
This version offers a high number of attack opportunities
for the Chief while continuing to giving the opponent several avenues of
approach and block.
Strict-loose Appendix Interpretation (Chained Wild Chief)
Here the
Chief must move three squares. But, if it begins with an
orthogonal move, it may continue orthogonally or diagonally on both the second
and third moves. If it begins with a diagonal move, it may continue diagonally
or orthogonally on both the second and third moves.
BLACK and ORANGE CHIEF
[X][X][X][X][X][X][X]
[X][X][X][X][X][X][X]
[X][X][X][X][X][X][X]
[X][X][X][O][X][X][X]
[X][X][X][X][X][X][X]
[X][X][X][X][X][X][X]
[X][X][X][X][X][X][X]
This version gives the Chief the greatest
number of attack opportunities. It greatly reduces the ability of the opponent
to approach and virtually eliminates the opponent's ability to block.
Loose-strict Appendix Interpretation (Free Civil Chief)
Here the
Chief may move up to three squares. But, if it begins with an
orthogonal move, it must continue with orthogonal moves. If it begins with a
diagonal move, it must continue with diagonal moves.
BLACK and ORANGE CHIEF
[X][ ][X][X][X][ ][X]
[ ][X][X][X][X][X][ ]
[X][X][X][X][X][X][X]
[X][X][X][O][X][X][X]
[X][X][X][X][X][X][X]
[ ][X][X][X][X][X][ ]
[X][ ][X][X][X][ ][X]
This version gives the Chief an extremely high
attack ability while eliminating the opponent's blocking ability. It offers few
safe avenues of approach.
Loose-loose Appendix Interpretation (FreE Wild Chief)
Here the
Chief may move up to three squares. During its move it may free
change from orthogonal to diagonal and from diagonal to orthogonal moves.
BLACK and ORANGE CHIEF
[X][X][X][X][X][X][X]
[X][X][X][X][X][X][X]
[X][X][X][X][X][X][X]
[X][X][X][O][X][X][X]
[X][X][X][X][X][X][X]
[X][X][X][X][X][X][X]
[X][X][X][X][X][X][X]
This version is the most powerful. It offers the
maximum attack opportunities. It eliminates all approaches and blocks by the
opponent.
Princess
"...same as Chief, and can jump intervening pieces." (Chapter II
of the text)
"...same as Chief, except may jump intervening pieces."
(Appendix)
"The Princess may not move onto a threatened square, nor may she
take an opposing piece. She is entitled to one ten-space move at any time
during the game. This move is called the escape."
(Appendix)
Refer to the Chief for the interpretations
of the normal move potential. Keep in mind that the Princess "can" or
"may" jump. Therefore, it is impossible to block its movement.
The following will concentrate on the escape move. Keep in mind that
the Princess may not move onto a threatened square or capture. This may
be interpreted that the Princess may not move "through" a threatened
square. A Princess which can move through a threatened square is
considered brave and the one who cannot is frightened.
Strict-strict Escape Interpretation (Chained Civil Escape)
The
Princess must move the entire ten squares. Once it begins
orthogonally, it must continue orthogonally. If it begins diagonally, it
continues diagonally.
Since the Princess may jump, there are no blocking of movement.
Strict-loose Escape Interpretation (Chained Wild Escape)
The
Princess must move the entire ten squares. It may change between
orthogonal and diagonal moves as desired.
Loose-strict Escape Interpretation (Free Civil Escape)
The
Princess may move up to ten squares. Once it begins orthogonally,
she must continue orthogonally. If it begins diagonally, it continues
diagonally.
Loose-loose Escape Interpretation (Free Wild Escape)
The Princess
may move up to ten squares. It may change between orthogonal and diagonal
moves as desired.
Order of Play
"The first move may be decided in any way that is agreeable to
both players; after the first game the winner of the preceding game moves
first if he chooses, or may instruct his opponent to make the first move."
(Appendix)
There is no reference within the text of
how the native players decided this. Dice throw or coin toss is recommended,
with the winner choosing the order of play.
General Movement Restrictions
"Two pieces may not occupy the same square except in the final
move of a game where the Princess is taken." (Appendix)
This
rule is considered strict and not open to further interpretation.
"When a player, moving properly and in order, places one of his
pieces upon a square occupied by an opponent piece, the opponent piece is
considered to have been killed and is removed from the game."
(Appendix)
This rule applies specifically to a game played
without wagers. See Dueling
in Rules of
Wager.
"The moves explained. Straight moves mean due north, south, east,
or west; diagonal moves mean northeast, southeast, southwest, or northwest. A
Dwar might move straight north three spaces, or north one space and east two
spaces, or any similar combination of straight moves, so long as he did not
cross the same square twice in a single move. This example explains
combination moves." (Appendix)
This is where the area of open
interpretation of the combination move is derived. Since ERB only mentioned the
orthogonal move, it is often taken that the orthogonal and diagonal moves were
to be considered seperate. Since ERB did not specifically restrict such moves,
the ability to switch between orthogonal and diagonal moves can be considered
possible.
There will be no attempt to establish an orthodox opinion to this rule. This
will be left to the players to determine.
Winning the Game
"The game is won when a player places any of his pieces on the
same square with his opponent's Princess, or when a Chief takes a Chief."
(Chapter II of the text)
"The game is won when any piece is placed on same square with
opponent's Princess, or a Chief takes a Chief."
(Appendix)
Since both the text and appendix
agree with the conditions of the win, it will be taken as a strict rule
and not open to further interpretation.
Drawn Game
"It is drawn when a Chief is taken by any opposing piece other
than the opposing Chief; or when both sides have been reduced to three pieces,
or less, of equal value, and the game is not terminated in the following ten
moves, five apiece." (Chapter II of the text)
"The game is drawn when either Chief is taken by a piece other
than the opposing Chief, or when both sides are reduced to three pieces, or
less, of equal value and the game is not won in the ensuing ten moves, five
apiece." (Appendix)
Once again, since both the text
and appendix agree with the conditions of the draw, it will be taken as a
strict rule and not open to further interpretation.
Game Record Notation
Here, ERB offers a few hints in Chapter XVII of the
text. Those are applied to the Descriptive Notation section. The
Technical Notation is offered as a simpler version.
Technical
The ranks, beginning with the southern or Black end, are 1, 2,
3, 4, 5, 6, 7, 8, 9, 0. The files, beginning with the southern left, are A-J. (J
for Jetan ;))
Descriptive
Descriptive notation of the files follow:
|
BLACK |
|
ORANGE |
|
A |
Chief Warrior |
CW |
Princess Warrior |
PW |
B |
Chief Padwar |
CP |
Princess Padwar |
PP |
C |
Chief Dwar |
CD |
Princess Dwar |
PD |
D |
Chief Flier |
CF |
Princess Flier |
PF |
E |
Chief |
C |
Princess |
P |
F |
Princess |
P |
Chief |
C |
G |
Princess Flier |
PF |
Chief Flier |
CF |
H |
Princess Dwar |
PD |
Chief Dwar |
CD |
I |
Princess Padwar |
PP |
Chief Padwar |
CP |
J |
Princess Warrior |
PW |
Chief Warrior |
CW |
Descriptive notation of the ranks are the same
as the technical except each player begins the count from their side of
the board.
Technical Name |
Tech. Abbr. |
Descriptive Name |
Descr. Abbr. |
STRICT PANTHAN |
SPN |
CHAINED PANTHAN |
CPN |
LOOSE PANTHAN |
LPN |
FREE PANTHAN |
FPN |
STRICT APPENDIX WARRIOR |
SW |
CHAINED WARRIOR |
CW |
LOOSE APPENDIX WARRIOR |
LW |
FREE WARRIOR |
FW |
STRICT-STRICT TEXT WARRIOR |
SSW |
CHAINED CIVIL WARRIOR |
CCW |
STRICT-LOOSE TEXT WARRIOR |
SLW |
CHAINED WILD WARRIOR |
CWW |
LOOSE-STRICT TEXT WARRIOR |
LSW |
FREE CIVIL WARRIOR |
FCW |
LOOSE-LOOSE TEXT WARRIOR |
LLW |
FREE WILD WARRIOR |
FWW |
STRICT PADWAR |
SPW |
CHAINED PADWAR |
CPW |
LOOSE PADWAR |
LPW |
FREE PADWAR |
FPW |
STRICT THOAT |
ST |
CHAINED THOAT |
CT |
LOOSE THOAT |
LT |
FREE THOAT |
FT |
JUMP THOAT |
JT |
WILD THOAT |
WT |
STRICT DWAR |
SD |
CHAINED DWAR |
CD |
LOOSE DWAR |
LD |
FREE DWAR |
FD |
STRICT FLIER |
SF |
CHAINED FLIER |
CF |
LOOSE FLIER |
LF |
FREE FLIER |
FF |
STRICT TEXT CHIEF |
SC |
CHAINED CHIEF |
CC |
LOOSE TEXT CHIEF |
LC |
FREE CHIEF |
FC |
STRICT-STRICT APPENDIX CHIEF |
SSC |
CHAINED CIVIL CHIEF |
CCC |
STRICT-LOOSE APPENDIX CHIEF |
SLC |
CHAINED WILD CHIEF |
CWC |
LOOSE-STRICT APPENDIX CHIEF |
LSC |
FREE CIVIL CHIEF |
FCC |
LOOSE-LOOSE APPENDIX CHIEF |
LLC |
FREE WILD CHIEF |
FWC |
STRICT TEXT PRINCESS |
SP |
CHAINED PRINCESS |
CP |
LOOSE TEXT PRINCESS |
LP |
FREE PRINCESS |
FP |
STRICT-STRICT APPENDIX PRINCESS |
SSP |
CHAINED CIVIL PRINCESS |
CCP |
STRICT-LOOSE APPENDIX PRINCESS |
SLP |
CHAINED WILD PRINCESS |
CWP |
LOOSE-STRICT APPENDIX PRINCESS |
LSP |
FREE CIVIL PRINCESS |
FCP |
LOOSE-LOOSE APPENDIX PRINCESS |
LLP |
FREE WILD PRINCESS |
FWP |
The symbol "-" means "moves to".
The symbol "x" means
"captures".
Example
Each game should begin with the list of the piece types which
were agreed to be played. Such as:
Black |
Orange |
FPN |
CCW |
FPN |
CCW |
CPW |
CT |
C[W |
CT |
CD |
CF |
CD |
CF |
CCC |
BCCP (FCCE) |
CCC |
BCCP (FCCE) |
Both Black and Orange have chosen to play with
Free Panthans,
Chained Civil Warriors, Chained Padwars, Chained Thoats, Chained Dwars, Chained
Fliers and Chained Civil Chiefs and Brave Chained Civil Princesses with
Frightened Chained Civil Escape.
Although this example shows that both players have agreed to play with
similar piece rules, it is not necessary that both use the same rules as long as
both have agreed to the differences and adhere strictly to the rules.
Black is to move first. If Orange was the first, the notation would read:
1. ... ??-?? 1.
... ?-?
TECHNICAL NOTATION DESCRIPTIVE NOTATION
1. D1-C4 A9-B5 1. CF-CD4 PWT-PP4
The Descriptive Notation reads Chief's Flier to Chief's Dwar Four as the
first move by Black. Then Orange responds Princess Warrior's Thoat to Princess
Padwar Four.
Black can then make the first capture.
2. C4xB6 ... 2. CFxPWT ...
This
should be sufficent explanation.
The status of the end game should be notated thusly: If ended with draw, the
last move will be followed with a "d". If ended with win by Chief capture of
Chief, the last move in the Technical Notation will be followed by a "C".
Obviously, the Descriptive Notation will read CxC. If ended with win by Princess
capture, the last move in the Technical Notation will be followed by a "P".
Obviously, the Descriptive Notation will read ?-P.
If the dueling
rules are applied (see Rules of
Wager), there is no direct capture of a piece (except for the Princess).
So the symbol "x" will not used, but the winning color of the duel would follow
in parenthesis, such as:
2. C4-B7(B) ... 2. CF-PWT(B) ...
Please
keep good record of your games. I am collecting up various examples in order to
compile a large reference work. If you submit these games with full and complete
notation, they may be published along with your and your opponent's name as
title. See How to
Contact me at the end of this work.
Value of the Pieces
Here ERB offers few clues to the value of the Jetan
pieces, except for brief references within the text.
Value will be calculated as to the number of potential moves. With the
panthan assigned the value of one and the other pieces assigned values
respectively.
The following chart will be used to assign value to each piece according to
which movement rules are applied.
Name of Piece |
# of potential moves |
Value |
STRICT PANTHAN |
6 |
1 |
LOOSE PANTHAN |
8 |
1 |
STRICT APPENDIX WARRIOR |
8 |
2 |
LOOSE APPENDIX WARRIOR |
12 |
3 |
STRICT-STRICT TEXT WARRIOR |
12 |
3 |
STRICT-LOOSE TEXT WARRIOR |
24 |
4 |
LOOSE-STRICT TEXT WARRIOR |
16 |
4 |
LOOSE-LOOSE TEXT WARRIOR |
24 |
4 |
STRICT PADWAR |
8 |
2 |
LOOSE PADWAR |
12 |
3 |
STRICT, LOOSE or JUMP THOAT |
12 |
3 |
STRICT DWAR |
16 |
4 |
LOOSE DWAR |
24 |
4 |
STRICT FLIER |
16 |
4 |
LOOSE FLIER |
24 |
4 |
STRICT TEXT CHIEF |
8 |
10 |
LOOSE TEXT CHIEF |
24 |
10 |
STRICT-STRICT APPENDIX CHIEF |
32 |
10 |
STRICT-LOOSE APPENDIX CHIEF |
48 |
10 |
LOOSE-STRICT APPENDIX CHIEF |
40 |
10 |
LOOSE-LOOSE APPENDIX CHIEF |
48 |
10 |
PRINCESS |
(Regardless of the number of moves) |
0 |
Rules of Wager
"Gambling: The Martians gamble at Jetan in several ways. Of course
the outcome of the game indicates to whom the main stake belongs; but they
also put a price upon the head of each piece, according to its value, and for
each piece that a player loses he pays its value to his opponent."
(Appendix)
The following is merely suggestive and not to be
considered orthodox rules. The players of each game are advised to establish
these values before play and stick to them throughout the tournament.
Price suggestions: (use tokens as currency)
Panthan |
1 |
Warrior |
2 |
Padwar |
2 |
Thoat |
3 |
Dwar |
4 |
Flier |
4 |
Chief |
10 |
Princess |
0 |
Total-48 tokens.
Ransom
At the start of the game, each player puts up the value of the
pieces. If the player does not have the full value, a truncated force may be
played. (For example: a player only has 40 tokens and may opt to play without
Dwars) The player must have the Chief, the Princess and least two other pieces
to play.
As the game progresses, a player may withdraw from the ante the amount equal
to the value of the piece which the player captures. Upon winning, the player
claims the remainder of the ante. Upon a draw, the ante is combined with the
next game's ante. There are potential situations where a player my lose the game
but claim the most from the ante.
Dueling
There is no ante at the start of the game. When a player moves
the piece onto a square occupied by one of the opponent's, they proceed to the
duel.
Dueling of pieces can be simulated by the throw of dice. Each player throws
the dice and adds the value of their throw to the value of their piece. The
player with the highest value wins and takes the square and prize.
The Play: The attacker antes the value of the piece and rolls the required
dice, paying the ante of the dice value. The defender antes the value of the
piece and rolls the required dice, paying the ante of the dice value.
This may be a single throw of a die, a single throw of two dice, best two out
of three, etc.
Pay to Move
There is no ante at the start of the game but there is
bounty for captured pieces. Each player must pay 1 token to move a piece on the
turn. The player may opt to pass.
The game ends in the normal way or when one player passes twice in a row. If
the game ends with passing, the non-passing player is considered the winner and
the pot.
(This type of wager game is fast and furious. Since the moves are limited by
the players tokens, captures assure future moves. Dueling can be combined with
this version to further spice the play.)
Since Jetan is a game of wagers, it is highly recommended that the players
treat it in such way.
Afterword
I hope that this explanation of the game of Jetan has assisted
the player with the enjoyment of the game. It is best if the opponents
thoroughly discuss these options before play and make their decision of the
rules known to each other. Remember the Yellows and the Blacks. Learn by their
mistake.
I offer my choice of playing pieces:
- Free Panthan (if a non-wager game) or else Chained Panthan
(for a wager game)
- Chained Warrior
- Chained Padwar
- Chained Thoat
- Chained Dwar
- Chained Flier
- Chained Civil Chief
- Brave Chained Civil Princess (with Frightened Chained Civil
Escape)
I am not advocating this as a standard. I believe that in
order to make the gambling aspect of the game most interesting, there needs to
be several ways to move each piece. This is similar to the wild card and draw
restrictions in poker.
Of course, I do not advocate the actually forfeiture of real currency but the
use of an agreeable amount of tokens. The use of real currency can cause much
animosity between players and lead to unresolvable conflicts. Remember the
Yellows and the Blacks.
I have designed a Jetan set. It includes a cloth playing field, all forty
playing pieces, four four-sided throwing sticks for dice and faux jewels as
gambling tokens. It comes with a carrying pouch and a full printout of these
instructions. I think that anyone would be proud to own it.
Please contact me if there is interest in obtaining this beautiful set. I
hope to offer it for $40 plus shipping and handling, if enough people are
interested.
Special orders will be negotiated.
I hope that one day, I will see Jetan tournaments being played and Jetan
players achieving the status of Grandmasters. ERB would be proud.
Links
For more information, see
Written by Larry L. Smith. Webpage posted and html-markup by Hans Bodlaender.
WWW page created: January 11, 2000.