Games Played on Barsoom

Only two games unique to Barsoom are described by John Carter; these are Jetan and Yano.
Jetan is a challenging and entertaining version of chess with a complex strategy and surprising twists, while
Yano is a game similar to craps or roulette that is quite popular with Barsoomian troops.

Jetan

Jetan matchJetan, the Barsoomian version of Chess, was first described by Edgar Rice Burroughs in The Chessmen of Mars and is mentioned occasionally in later books in the series. It is played on a 10 x 10 square board, using pieces similar to Earthly chesspieces, but having unique movement qualities. The pieces are black and orange, and traditionally the orange player sits at the north end of the board and the black player sits at the south. The game is supposed to reconstruct a historic war between the yellow race of the north and the black race of the south.

The object of the game is to capture the opposing player's Princess, or to capture the opponent's Chief with the player's own Chief. Any piece can capture the Princess or Chief, but if any piece other than the Chief captures a Chief, the game is drawn.

Jetan is played by virtually all people of Barsoom except, possibly, the green race. Characters in a game should have at least some skill in playing Jetan.

The Gameboard

The gameboard below illustrates the positions of the pieces at the start of the game. Note that the positions of the Princess and Chief are slightly different from those of the King and Queen of ordinary chess. The pieces are set up from left to right of each player, and the capital pieces occupy the same relative positions for both players.

Movement:

The pieces of Jetan have different movement qualities from ordinary chesspieces. No piece, except the Princesses, may move more than three spaces at a time, and all pieces can move in any combination of directions according to their unique movement patterns.

Jetan Board

The illustrations of the pieces on the board are an attempt to describe the movement of each piece.

First Row, from left to right of each payer:

  • Warrior - 2 feathers straight; 2 spaces straight in any direction or combination.
  • Padwar - 2 feathers diagonal; 2 spaces diagonally in any direction or combination.
  • Dwar - 3 feathers straight; 3 spaces straight in any direction or combination.
  • Flier - 3-bladed propellor; 3 spaces diagonally in any direction or combination. May jump intervening pieces. In at least one variation, this piece is replaced by a piece called Odwar with the same movement and power as the Flier.
  • Chief - Diadem with ten jewels; 3 spaces in any direction, straight or diagonal, and combination.
  • Princess - Diadem with one jewel; same as Chief, but may jump intervening pieces. May not capture any pieces. Additionally, may make one ten-space move at any time during the game. This move is called the escape and may only be done only once.
  • Flier - See above.
  • Dwar - See above.
  • Padwar - See above.
  • Warrior - See above.

Second Row, from left to right of each player:

  • Thoat - Mounted warrior with 2 feathers, one straight and one diagonal; 1 space straight and one space diagonally in any direction or combination.
  • Panthan (8) - 1 feather; 1 space in any direction except backward, straight or diagonally.
  • Thoat - See above.

The moves, explained:

  • Straight moves are due north, south, east or west.
  • Diagonal moves are northeast, northwest, southeast or southwest.
  • A piece may move in any combination of allowed directions, as long as it does not cross the same square more than once. Thus, a Dwar might move three squares north, or two north and one east, or two east and one south, so long as it moves its full distance of three spaces and never crosses the same space twice. A Flier might move northeast, northwest, then southeast, and thus finish in the square to the northwest of its starting position. This is legal, as long as it moves across three squares during its move.
  • When a piece lands on a square occupied by an opposing piece, the opposing piece is removed from the board. No two pieces may occupy the same square, except when the Princess is captured and the game won.

Gambling

Martians often gamble on the outcome of the game. This is done in many ways, but the most common is by placing monetary values on each piece. The point values are arbitrary, but here are some guidelines:

  • Panthan - 1 point each.
  • Thoat - 5 points each.
  • Warrior - 2 points each.
  • Padwar - 5 points each.
  • Dwar - 7 points each.
  • Flier - 10 points each.
  • Chief - 20 points.
  • Princess - 50 points.

The total value of each side is thus 136 points.

Variations

In at least one variant, the two pieces called Fliers are replaced by Odwars, retaining the same capabilities and strengths of the Fliers. This variant game is played in the region of Manator and its subject cities.

A live version is played in the kingdom of Manator, on a large scale field. Each square is probably about 2 x 2 ads (19.5 feet). Each "piece" is a warrior selected for fighting ability and tactical knowledge. The moves of each piece are the same, exept whenever a piece enters an occupied space, in which case a duel for possession of the square is fought. The winner can be decided by combat either to first blood or to the death, depending on previously-arranged conditions. The game can be commanded by either the Chief of each side, or from an observation tower. In the former case, the Chief is usually mounted on a thoat to give him a better view of the field.

The live game is played for many reasons. In Manator, it is most often played as punishment for crimes, in which case the pieces are criminals or slaves sentenced to die. All duels are fought to the death, and the game is usually commanded by the Chiefs. Sometimes games are played to settle disputes between nobles, in which case each side is carefully selected by the disputants and each duel played only to first blood, unless the dispute is particularly nasty. Other variations are possible; for example, if there is a major dispute between nobles who wish no blood be spilt among their men, the game can be played to first blood between the ordinary pieces but to the death between the Chiefs (who would be played by the disputants).

In The Chessmen of Mars, a particularly famous game was played with Tara of Helium as the Black Princess and the prize of the game. The game was ordered by O-Tar, Jeddak of Manator, and was fought between criminals and slaves of Manator. The black side was commanded by Gahan, Jed of Gathol (in disguise as a noble of Manatos) and U-Dor, a Manatorian noble commanded the yellow. The game was ordered by O-Tar as punishment to Tara for rejecting his advances.

Yano

Yano is a game of chance similar to craps or yahtzee. It is popular with troops, as a Yano set does not require special care or handling to carry. It is played by rolling numbered spheres across a small tray dimpled by numbered holes. No further description is given in the Martian Tales.

A complete description of the rules of Yano is available at Bill & Sue-On Hillman's ERB Motes & Quotes.

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