The Chessmen of Mars


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The game is won when any piece is placed on same square with opponent's  
Princess, or a Chief takes a Chief.  
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.  
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.  
Two pieces may not occupy the same square except in the final move of a game  
where the Princess is taken.  
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.  
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.  
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.  
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. www.freeclassicebooks.com  
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