********************************DISCLAIMER******************************
Direct quotes from "The Chessmen of Mars" by Edgar Rice Burroughs
are utilized within this document. Since all are noted and there
is no attempt to profit directly by them and that work has become
public domain and it was totally necessary, unavoidable and just
plain needed, I apologize in advance for their use and beg forgiveness
of all those who feel wronged and beg humbly their indulgence, promising
to render all due homage to ERB, the master storyteller.
*************************************************************************
The Game of Jetan or Martian Chess
Introduction
Ever since Edgar Rice Burroughs (ERB) presented his concept
of Jetan to the world of his fans, there has been much argument, speculation and
outright assumption concerning the rules. This will be an attempt to completely
explain and demonstrate all the different versions.
It did not help that ERB wrote two versions of the rules within the novel
"The Chessmen of Mars". One was within chapter II of the text and the
other in the appendix. During the course of this explanation, each rule
will be noted as to its source.
There is also problems with each of the set of rules themselves. There is
both strict and loose interpretations. During this explanation,
both will be presented. The advantages and disadvantages of each will be
discussed. There is a legend that the original cause of the war between the
Yellows and the Blacks was caused by an unresolved argument over the rules of
Jetan. Thus the pieces now represent these ancient extinct races of Barsoom. In
the novel, gambling is at the heart of Jetan. Forms of wagers will be presented
and discussed. So, without further ado....
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
The
Princess may move up to ten squares. Once it begins orthogonally,
she must continue orthogonally. If it begins diagonally, it continues
diagonally.
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:
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)
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.