This is a supplemental document to The Rules of Jetan by L.Lynn Smith. You may wish to obtain this for consultation during the study of this work. ****************************************************************************** STRATEGIES AND TACTICS OF JETAN By L.Lynn Smith Jetan is NOT like European Chess. Where European Chess is played with lines of attacks, Jetan is played with areas of attacks. Where European Chess is won by the check of the King piece, Jetan has two potential win scenarios, PRINCESS capture or CHIEF captures CHIEF. Whereas both games have conditions for Stalemate, Jetan offers an automatic drawn game when its CHIEF is captured by any but the opposing CHIEF. Some players have complained that the conditions for a win are too strict. This is intentional. Jetan was presented as a game of wagers, betting is always founded on odds and the odds of an actual win in any game of wagers must be remote. The game can be played without wagers. But like playing poker without keeping score, there is an apparent lack of anticipation and thrill to each capture but still there is the joy of an eventually won game. Some players have complained about the inability to promote the PANTHAN, especially the CHAINED PANTHAN which can end up stranded on the final rank. Non-promotion is intentional. The game represents the struggle of two races of Barsoom and the unforgiving nature of the planet. In real life there are no do-overs. Use your CHAINED PANTHANS wisely and remember that sacrifices are truly sacrifices. Once again it must be stated, Jetan is NOT like European Chess. Do not attempt to apply the strategies and tactics of European Chess to Jetan. Such application will cause confusion and hurt the player's game. Since Jetan consists of areas of attack, we will begin our discussion here... ----------------------------------------------------------------------------------- 1. AREA OF ATTACK We will call the area of attack a FOOTPRINT. This term will help the player better visualize each piece's capability at a glance. This makes for quicker evaluation during gameplay and will help in the future discussions of strategy and tactics. (See the Rules of Jetan for move potential of the various pieces.) FOOTPRINT of the Jetan Pieces: CHAINED PANTHAN 2x3 FREE PANTHAN 3x3 WARRIOR 5x5 PADWAR 5x5 THOAT 5x5 DWAR 7x7 FLIER 7x7 PRINCESS 7x7 CHIEF 7x7 Obviously, except for the PRINCESS, the larger the footprint, the more powerful the piece. Having seen the shape of the FOOTPRINTS, we will now begin discussing attributes within the FOOTPRINT. ---------------------------------------------------------------------------------- 1A. BLINDSPOTS Within most FOOTPRINTS are BLINDSPOTS. These BLINDSPOTS will be the focus of game strategy. Of course, the BLINDSPOTS for a CHAINED piece are different from the BLINDSPOTS of a FREE piece. WILD and CIVIL moves can also change the number of BLINDSPOTS. BLINDSPOTS allow approach to the opponent's piece and can leading to pinning the piece. This is very important when tackling the CHIEF or PRINCESS. Obviously, the fewer BLINDSPOTS a piece has, the more difficult the approach and pin. (See the Rules of Jetan for BLINDSPOTS of the various pieces.) ---------------------------------------------------------------------------------- 1B. SHIFTERS, CONSTANTS and VARIANTS A piece which changes square color on each move is considered a SHIFTER. A piece which remains on the same square color each move is considered a CONSTANT. A piece which may change or remain on its square color is considered a VARIANT. CHAINED PANTHAN.........................VARIANT FREE PANTHAN VARIANT CHAINED WARRIOR CONSTANT FREE WARRIOR............................VARIANT CHAINED CIVIL WARRIOR CONSTANT CHAINED WILD WARRIOR VARIANT FREE CIVIL WARRIOR......................VARIANT FREE WILD WARRIOR VARIANT CHAINED PADWAR CONSTANT FREE PADWAR.............................CONSTANT CHAINED THOAT SHIFTER FREE THOAT SHIFTER WILD THOAT..............................SHIFTER CHAINED DWAR SHIFTER FREE DWAR VARIANT CHAINED FLIER...........................CONSTANT FREE FLIER CONSTANT CHAINED CHIEF or PRINCESS SHIFTER FREE CHIEF or PRINCESS..................VARIANT CHAINED CIVIL CHIEF or PRINCESS VARIANT CHAINED WILD CHIEF or PRINCESS VARIANT FREE CIVIL CHIEF or PRINCESS............VARIANT FREE WILD CHIEF or PRINCESS VARIANT A VARIANT would be harder to pin than a SHIFTER or CONSTANT, and SHIFTER has a better chance of pinning a CONSTANT. While a CONSTANT would be easier to elude, a SHIFTER could be eluded better than a VARIANT. ---------------------------------------------------------------------------------- 1C. SINGLE-MOVERS, DOUBLE-MOVERS and TRIPLE-MOVERS This description of the pieces is sort of self-explanatory but the following may prove illuminating to some. CHAINED and FREE PANTHAN, CHAINED CHIEF and CHAINED PRINCESS are all SINGLE-MOVERS. Although the CHAINED CHIEF and CHAINED PRINCESS move three spaces, they only move in a striaght line and must move the entire three spaces. This makes them SINGLE-MOVERS. DOUBLE-MOVERS are those pieces which must move or may move up to two spaces and may change direction on the second move. TRIPLE-MOVERS are those pieces which must move three spaces and may change directions on the second and third move, and those pieces which may move up to three spaces. -------------------------------------------------------------------------------------- 1D. LINES OF ATTACK I know...I know....I stated that European Chess was a game of lines of attack and Jetan was a game of areas of attack. But within these FOOTPRINTS are lines of attack. Think of the FOOTPRINT as a small board and the piece's ability to move within this board as its lines of attack. It is important to be able to visualize these lines of attack, in order to elude or pin your opponent. --------------------------------------------------------------------------------------- 1E. STEPPING PIECES There are several pieces which are able to move to adjacent squares, therefor merely STEPPING. This type of move can be both defensive and aggressive. With those pieces which allow FREE movement, the player sometimes miss the simple one-space move which can be very effective. Think about a couple of FREE PANTHANS, with the support of a FREE THOAT, STEPPING a PRINCESS into a corner. Think about a FREE FLIER, which controls a 7x7 chunk of the board, backed by a simple PANTHAN, STEPPING to ensnare a CHIEF. After OPENING DEVELOPMENT, a lot of moves will often be STEPPING moves. STEPPING allows for a piece to make a threat and maintain its original defender. This is when the WARRIOR and the PADWAR are most effective, a couple of PANTHANS and these pieces become very vicious. --------------------------------------------------------------------------------------- 2. UTILIZATION OF THE PIECES The CHAINED PANTHAN and FREE PANTHAN have the most simple of lines of attack, consisting of only one space moves, it is easy to see the threat that they present. Those who are familiar with the Knight piece in European Chess are quick to note the similarity of the THOAT. This seemingly familiar aspect of this Jetan piece can often lead to false security and under-utilization of the piece. The CHAINED THOAT, forced to move first orthogonal then diagonal without the ability to JUMP has only four initial lines of attack and can be blocked with fewer pieces. This may give the impression that this is a weak piece but lets look at only one line of attack and its potential capture squares. This diagram represent the northern orthogonal move of the CHAINED THOAT and its capture squares. [X][ ][X] [ ][ ][ ] [X][o][X] This shows clearly the danger of pinning this piece. It takes four pieces to block it in open field, three to pin it to the side or two to corner it. If the CHAINED THOAT achieves an open orthogonal square, it can quickly consume any opponent's blocking piece. The FREE THOAT offers eight initial lines of attack. The WILD THOAT with the ability to JUMP cannot be blocked and represents a very powerful close-quarter combat piece. Exercise A: ***************************************** This would be a good time for the reader to try a simple exercise. Set up your Jetan board with only PANTHANS and THOATS on their standard start squares. Now both players try to get a PANTHAN to the final rank. This will let the players familarize themselves with the development and mutual support of PANTHANS and the attack capabilities of the THOAT. It does not matter whether the players use CHAINED, FREE or WILD pieces. If the PANTHANS of both players are all captured, just consider it a draw game. ****************************************** The CHAINED WARRIOR has only four lines of attack and can be blocked without fear of instant retaliation should it find an open orthogonal square. In fact, because the CHAINED WARRIOR is a CONSTANT, it can be block with impunity. The FREE WARRIOR, although it too only has four lines of attack, can only be blocked by its own pieces because of its ability to capture the initial orthogonal move. The CHAINED CIVIL WARRIOR is technically a CONSTANT but has eight initial lines of attack. It can be blocked on the initial orthogonal square but the initial diagonals present two lines of threat. These two diagrams should illustrate the point, one shows the diagonal moves only and the other the orthogonal: Diagonal captures Orthogonal captures [2][ ][2][ ][2] [ ][ ][2][ ][ ] [ ][1][ ][1][ ] [ ][2][1][2][ ] [2][ ][o][ ][2] [2][1][o][1][2] [ ][1][ ][1][ ] [ ][2][1][2][ ] [2][ ][2][ ][2] [ ][ ][2][ ][ ] The CHAINED WILD WARRIOR, FREE CIVIL WARRIOR and FREE WILD WARRIOR, each offer various and increasing degrees of difficultly. Experimentation with each WARRIOR is the best way for the player to become familiar with the advantages and disadvantages of each. Exercise B: ******************************************* Now add the WARRIOR with the PANTHANS and THOATS and try to advance a PANTHAN to the final rank. Another variation is to pit PANTHANS against THOATS and WARRIORS, the player wins when either all the opponent's PANTHANS are captured or all the opponent's THOATS and WARRIORS are captured. Have fun with the learning process. Try the CHAINED, FREE, CHAINED CIVIL, CHAINED WILD, FREE CIVIL and FREE WILD types. ******************************************* Once again the player who is familiar with the Bishop of European Chess may attribute its limitation and its power to the PADWAR. This would be a false impression. The PADWAR can be a weak piece but if played carefully can lend support and offer a nice surprise in the end-game. The PADWAR makes an effective shield and sacrifice piece. The PADWAR is a CONSTANT and therefore easily eluded. The CHAINED PADWAR only moves and captures on every other rank and does not capture on the tenth rank, it also captures every other file but with two pieces they overlap. This leaves a lot of the board not available to capture by this piece. So play this piece wisely. The FREE PADWAR can move and capture on every rank and file. With both in play the board can be covered. But they are weak, so don't get cocky. Exercise C: ******************************************* Now add the PADWAR to the practice board. Try using both CHAINED and FREE. ******************************************* The DWAR is truly our first real power piece. With a 7x7 FOOTPRINT, it offers the large attack area. But by moving only on the orthogonal, it leaves a definitely large number of BLINDSPOTS within this FOOTPRINT. The CHAINED DWAR is a SHIFTER and therefor quick to elude CONSTANTS. But it has several distinct BLINDSPOTS within its movement field which offers the player nice pressure points. The FREE DWAR makes a very nice power piece. It is approachable but offers very little and no definite sanctuary within its movement field. Exercise D: ******************************************* Add the DWAR to the practice board. Try both CHAINED and FREE. ******************************************* The FLIER is the next power piece. With its ability to JUMP, this piece is often over-used during the game and therefor an over-dependency may occur. There will be no attempt to dissuade anyone from the exploitation of this piece but be warned of too much reliance on its presence on the board. A FLIER sacrifice can be an effective way to destroy an opponent's defenses. The CHAINED FLIER is a CONSTANT. Its FOOTPRINT gives the impression of movement to every other rank or file but with each move, it shifts from odd to even rank and file or from even to odd rank and file. The FREE FLIER is also a CONSTANT. Its movement within its FOOTPRINT includes all the squares of the same color and is easier to visualize in play. With both in play, this is a formidable foe and can also be a powerful ally. Exercise E: ********************************************* The FLIER has not been used until now in practice for a reason. This allowed the player to become familiar and fully utilize the other pieces. Now add the FLIER. Play several games and try to capture both of the opponent's FLIERs. Try both the CHAINED and FREE. ********************************************* Most have mistakenly given the CHIEF the same attitude as the King in European Chess. In a non-wager game, the player is relunctant to place the CHIEF in jeopardy for the ungrounded fear of the Drawn game. The player must first lose this reluctancy, so repeat the following line several times before a game: "A DRAW IS NOT A LOSS." A draw can be an effective way of avoiding a potential loss. An opponent who gives up a potential win for an easy draw deserves the draw. Also forcing a winning opponent to take a draw has a certain thrill. The next complaint that the CHIEF captures CHIEF scenario is impossible. Nothing is impossible, it just might be highly improbable. Yes, the CHIEF take CHIEF win is difficult, as well it should be. This is not European Chess where a lot of game end in checkmate, this is Jetan where a lot of games end in draws. Savor the rare CHIEF takes CHIEF win, like the royal flush, they are soooooo sweet. (Check out the move potential of the CHIEF variations in The Rules of Jetan) Exercise F: ************************************** Add the CHIEF to the practice board. Play several games focusing on draw games only, play several games focusing on win games then try several games with the potential of both. Try the CHAINED, FREE, CHAINED CIVIL, CHAINED WILD, FREE CIVIL and FREE WILD type. ************************************** Okay, we finally arrive at the PRINCESS. The prize, the treasure and the ward of the game. Most have mistakenly given this piece the attitude of the Queen in European Chess. Both pieces represent a feminine figure and nothing else. The PRINCESS, although having the same move capabilities as the CHIEF, cannot capture but can JUMP. The PRINCESS is not a threat but a responsibility. The PRINCESS must be protected at all times, so plan on assigning several pieces to her protection. The PRINCESS also has that one-time ten-space ESCAPE move. Save it. Try not to use it the first time the PRINCESS is threatened. It will come in handy during the endgame. The PRINCESS does have play value, other than its capture. It can be used to draw an opponent into a trap or the threat on the other PRINCESS may cause a misplay in an opponent's plan. Do not resent the PRINCESS, it adds a unique flavor to this game. Revel in the difference and exploit it. Exercise G: ******************************************* Adding the PRINCESS completes the setup of Jetan. You can play some games before continue to the next section. Try the different types of PRINCESS and the different types of ESCAPEs. ******************************************* So, you think you are veteran Jetan player. Let's move on to: ------------------------------------------------------------------------------------ 3. OPENINGS This is the area in which most players are interested. How to begin a good game, to establish a good presence on the board and have a good opportunity of prosecuting a good midgame. In the initial setup with a full complement of pieces, the players have only the PANTHANS, THOATS, FLIERS and PRINCESS as a potential first move Since any discussion of the opening moves must be predicated on the type of pieces played, we will attempt to cover all of them. ----------------------------------------------------------------------------------- 3A. PANTHAN OPENINGS Every PANTHAN has three potential moves at the start of play but all can move only one rank forward. With six ranks seperated the forces, this has the appearance of a pitiful move. Think again. Your WARRIORS, PADWARS, DWARS and CHIEF are all blocked by the PANTHANS. Moving some PANTHANS is necessary for effective gameplay. There are eight PANTHANS and potentially twenty-seven first moves. We will discuss the advantages and disadvantages of each. Oh, you think this will be difficult. At the end, all opening moves will be sorted and ranked for quick reference. ------------------------------------------------------------------------------------ 3A1. PADWAR PANTHANS If the player has either FREE WARRIORS or CHAINED WARRIORS, movement of this piece offers no advantage. But CHAINED CIVIL WARRIORS, CHAINED WILD WARRIORS, FREE CIVIL WARRIORS and FREE WILD WARRIORS may all benefit from this move. The PADWAR and the DWAR enjoy no benefit from this move. These PANTHANS are located next to THOATS, so THOAT develop must be considered as part of this opening move. Moving in front of the THOAT may open the file but this can merely exchange one blocked CHAINED THOAT line of attack with another. It also cuts short the reach of the CHAINED THOAT. With the FREE THOAT and WILD THOAT, this move makes available another square. The PANTHAN retains the defense of the THOAT. Moving orthogonally, the PANTHAN gives up the defense of the THOAT but retains the defense of its fellow PANTHAN. Moving in front of the DWAR's PANTHAN blocks the development of the CHAINED CIVIL WARRIOR. It also offers the first example of the difference between the PANTHAN and the Pawn of European Chess. The PANTHAN can easily move from file to file, so the fear of PANTHANS blocking each others movement is ungrounded and remote. Later, during the discussion of MIDDLE GAMEPLAY, we will cover the use of PANTHANS in SQUADS. --------------------------------------------------------------------------------------- 3A2. DWAR PANTHANS This move can definitely assist in the development of both the PADWAR and the DWAR. Of the three possible moves, the move in front of the PADWAR PANTHAN offers the most advantage. The move orthogonally still blocks the CHAINED DWAR and the move in front of the FLIER PANTHAN blocks the CHAINED PADWAR. --------------------------------------------------------------------------------------- 3A3. CHIEF FLIER PANTHAN This move only effects the CHIEF. The move in front of DWAR PANTHAN can block the CHAINED CHIEF and CHAINED CIVIL CHIEF. -------------------------------------------------------------------------------------- 3A4. PRINCESS FLIER PANTHAN This move offers no significant advantage except for development of the PANTHAN. -------------------------------------------------------------------------------------- 3A5. CHIEF PANTHAN The orthogonal move can only allow development of the CHAINED WILD CHIEF and FREE WILD CHIEF. ------------------------------------------------------------------------------------ 3A6. PRINCESS PANTHAN This move only effects the CHIEF. The move in front of PRINCESS FLIER PANTHAN can block the CHAINED CHIEF and CHAINED CIVIL CHIEF. So, here is the PANTHAN OPENING MOVES ranked in order, from best to worst, by which offers the most opportunity of future piece development: DWAR PANTHAN CHIEF PANTHAN CHIEF FLIER PANTHAN PRINCESS PANTHAN PADWAR PANTHAN PRINCESS FLIER PANTHAN This does not represent every aspect of the PANTHAN OPENING move, we will discuss this further in OPENING DEVELOPMENT. -------------------------------------------------------------------------------------- 3B. THOAT OPENING The CHAINED THOAT has only one possible opening move, the FREE THOAT and WILD THOAT have three. The CHAINED THOAT opening allows for the development of both the CHAINED PADWAR and FREE PADWAR. This also places a piece with a FOOTPRINT which reaches across the middle of the board and threatens squares on the sixth rank. The FREE THOAT and WILD THOAT have two other moves, one in front of the DWAR PANTHAN and another just one orthogonal square forward. The DWAR file move does extend the threat to the fifth rank and also produces a nice blockade to the central files which are the domain of the CHIEF and PRINCESS. The one orthogonal forward move, an apparently very conservative move, does open PADWAR development and sustains the protection of both the CHAINED and FREE WARRIOR. Playing a THOAT opening can be either a powerful risk or a strong defense. There is only the potential of future WARRIOR and PADWAR development but this can be wisely exploited during OPENING DEVELOPMENT. --------------------------------------------------------------------------------------- 3C. FLIER OPENING Here is the opening which most are tempted to utilize. This is a power piece and offers a significant threat. But without sufficent support, the player may quickly spend the FLIER and suffer its loss during the end game. The CHAINED FLIER can quickly JUMP to the fourth rank and command a large area extending to the seventh rank. This can be effective in retarding the opponents development, so placement on the fourth rank is important. Of course, this move places the FLIER outside the protection of the PANTHANS. So care must be taken not to leave the FLIER alone and exposed. It is a SHIFTER and can JUMP, so can easily elude most capture attempts. The WARRIOR file move places the FLIER against the edge of the board and prevents that fourth rank opening move of the opponent's THOAT. It also represents a good threat to that entire side of the board. The DWAR file move also threatens the opponent's THOAT opening and commands a larger area of the board. The CHIEF or PRINCESS file move also threatens the opponent's THOAT opening and dominates the center of the board. The FLIER file move gives up the threat to the opponent's THOAT but offers a nice command of the central board when both FLIERs are played symmetrically. The FREE FLIER third rank moves offer conservative openings. It foregoes the THOAT threat for safe domination of the player's half of the board. The FLIER is an impressive piece, so over-reliance can be the downfall of the player. Think of them as birds of prey, ready to swoop down on the solitary piece and devour it. They can help the player develop a nice presence but they need reinforcements if the player wishes to hold the terrain. ----------------------------------------------------------------------------- 3D. PRINCESS OPENING Only the brave or foolish attempt this as an opening move. Since the capture by any piece is an automatic win, exposing the PRINCESS at the opening signals a definite challenge to the opponent. It's like saying, "Take it, if you can." There is no tactical benefit to the PRINCESS opening but there can be both a strategic and psychological advantage. Those will be discussed in OPENING DEVELOPMENT. Here ends our discussion of particular first move OPENINGS. From these first steps, we can see an infinite realm of possibilities. "Quo vadis?" ------------------------------------------------------------------------------ 4. OPENING DEVELOPMENT After having waded through the potential first moves, we now arrive at OPENING DEVELOPMENT. This is extremely important if the player wishes to prosecute a decent game. We will discuss potential strategies with each of the initial OPENING moves. Development should concentrate on dominating your side of the board and threatening as much of the opponent's side as is possible. -------------------------------------------------------------------------------- 4A. PRINCESS OPENING DEVELOPMENT So you are brave or foolish. Let's, for the sake of sanity, assume that you are brave. This move can be followed with the development of several pieces, hopefully before the PRINCESS is threatened, and then the PRINCESS can retreat into a well prepared and fortified cavity. Example: PRINCESS to the fourth rank of the PRINCESS file, PRINCESS THOAT to the fourth rank of the PADWAR file, then, PRINCESS PADWAR to the second rank of the PADWAR file or to the third rank of the WARRIOR file. Now the PRINCESS can be nicely nested. Of course, the player can prepare this fort before moving the PRINCESS but maybe this opening move may cause the opponent to begin development on the opposite side of the board and give the player a tactical advantage. More than likely, the opponent will immediately begin to threaten the CHAINED PRINCESS. But the PRINCESS played to the third rank may offer an interesting tease and draw out the opponent's FLIERS for slaughter. After presenting the PRINCESS, the player then may develop PANTHANS, holding his own FLIERS in reserve for the kill. The worse case is that the opponent will threaten the PRINCESS and force it to return to its set-up square. Exercise H: **************************************** Try the PRINCESS OPENING with the intention of retreating to a developed fortification or with the intent of drawing pieces for the kill. Remember that the PRINCESS does have the ten-space ESCAPE move and enjoy the challenge. Each player should try this OPENING alone and together. **************************************** This could be considered a PASS move, allowing the opponent a one move advantage in which to bring out a power piece. -------------------------------------------------------------------------------- 4B. FLIER OPENING DEVELOPMENT This opening presents the most opportunity of powerful development. With just two moves, you can control a large chunk of the board. You must immediately set about securing you position by heavy PANTHAN development and with the well-planned support of other pieces. The temptation is often to immediately, upon development of the FLIERS, begin the assault of the opponent's defenses. Be warned that this is often the way a player loses FLIERS and begins fighting a defensive game from that point on. Exercise I: **************************************** Try the FLIER OPENING with the intention of creating a stronghold on your side of the board. Your opponent should attempt to immediately place your pieces in jeopardy. Then let your opponent preform the same FLIER OPENING DEVELOPMENT and visciously assault the developing defenses. The attacker should not be concerned with the safety of their CHIEF or PRINCESS unless they bring them into play. Try to capture the defender's FLIERS. **************************************** These are great pieces, so use them wisely. Once they are captured, no amount of regret will bring them back into play. -------------------------------------------------------------------------------- 4C. THOAT OPENING DEVELOPMENT The opening move of the CHAINED THOAT can immediately be threatened by an opponent's FLIER. So the support of the PADWAR PANTHAN or the DWAR PANTHAN is needed. Which ever PANTHAN is used, it should be moved onto the PADWAR file so that the PANTHAN and THOAT mutually defend each other. The THOAT OPENING move to both DWAR files gives the player the opportunity to present the CHIEF PANTHAN and PRINCESS PANTHAN. This can be the start of a strong bulwark. Exercise J: ************************************************ Try THOAT OPENING DEVELOPMENT and have your opponent seek to take your THOATS. Use any pieces you deem neccesary to protect your THOATS. Let your opponent also try THOAT OPENING and attempt to take the THOATS. ************************************************ -------------------------------------------------------------------------------- 4D. PANTHAN OPENING DEVELOPMENT No matter which OPENING you choose to utilize, PANTHAN development is critical to your defenses. They can offer a formidable barrier to your opponent's advancement. Example: With the CHIEF PANTHAN and PRINCESS PANTHAN on the fourth rank, backed by THOATS as defenders, this provides a nice defense for your PRINCESS as you continue the development of your other pieces. PANTHAN development does open paths for your power pieces but good development assures a strong defense and a tough game for your opponent. Remember that your opponent can not capture your PRINCESS, if they can not reach it. CHAINED PANTHANS are not only weak because of their potential tenth rank stranding but they are only able to mutually defend each other on the same rank. The forward PANTHAN relies upon the fortitude of those behind. Since the CHAINED PANTHAN can not retreat, each move forward is a step toward oblivion. So when a CHAINED PANTHAN steps onto the sixth file, it may wish to seek the honor of death in combat. Holding a rank should be the purpose of the CHAINED PANTHAN, willing to perish at its post rather than flee. So CHAINED PANTHANS must be defended, either by power pieces or each other. Since power pieces flit in and out of the combat, PANTHANS must depend on each other. Any time two or more PANTHANS interact, they will be called a SQUAD. We will look at SQUADS using CHAINED PANTHANS, since they offer the most limitations. The FREE PANTHAN is considerably powerful piece when used in SQUADS. The following diagrams show the possible configurations of the TWO-PANTHAN SQUAD: ORTHOGONAL DEFENSE DIAGONAL DEFENSE [ ][ ][ ][ ] [ ][X][X][X] [X][X][X][X] [X][X][o][X] [X][o][o][X] [X][o][X][ ] [ ][ ][ ][ ] [ ][ ][ ][ ] The ORTHOGONAL DEFENSE is the strongest of the two, offering mutual defense. The DIAGONAL DEFENSE is weak because the backward PANTHAN is exposed but it can easily be moved to the side of its fellow. Leaving a backward PANTHAN is a good lure for a trap. A few of these TWO-PANTHAN SQUADS, strategically placed about the board offer great obstacles, forcing the opponent to work around them. Obviously, the FREE PANTHAN offers a strong support to its brethern, it mutually defends on the orthogonal and diagonal. EXERCISE K: ************************************** Play several games with only PANTHANS. If a PANTHAN passes the last rank occupied by an opponent's PANTHAN, it can not be moved. Each player attempts to capture the most PANTHANS. Try this with both CHAINED PANTHAN and FREE PANTHANS. ************************************** This section should have given the reader much to consider about OPENING DEVELOPMENT. It is by no means complete. But just like any other art, practice and experimentation are the heart of play. -------------------------------------------------------------------------------- 5. ENDGAME We will be looking at the PRINCESS CAPTURE as the primary win scenario, since it may be captured by any other piece. We will look at the LONE PRINCESS and the CHIEF-DEFENDED PRINCESS. With the CHIEF-DEFENDED PRINCESS is the possibility of both the DRAWN game and the CHIEF capture by the CHIEF. This will assume that the defender has two other pieces but they are either stranded CHAINED PANTHANS or they are beyond the area of conflict. This will also assume that the player has used the ESCAPE move and that the PRINCESS is BRAVE. -------------------------------------------------------------------------------- 5A. LONE PRINCESS CAPTURE Okay, so you were able to draw the opponent's CHIEF away with the enticement of the capture of one of your stranded PANTHANS. Now the LONE PRINCESS awaits your attack. We will discuss each type of PRINCESSES with attention to the CORNER PIN, SIDE PIN and OPEN PIN. The CHIEF can be very effective at forcing the PRINCESS to a SIDE or CORNER. -------------------------------------------------------------------------------- 5A1. LONE CHAINED PRINCESS CAPTURE There are only twelve potential moves of the CHAINED PRINCESS on the entire board. [ ][ ][x][ ][ ][x][ ][ ][x][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][x][ ][ ][x][ ][ ][x][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][x][ ][ ][x][ ][ ][x][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ] [ ][ ][x][ ][ ][x][ ][ ][x][ ] This restrictive pattern is quite similar to the movement of the royalty in Chinese Chess. We will consider first the SIDE PIN. The CHAINED PRINCESS will only be to the side of the board on the first and tenth rank. There are only three possible locations on these ranks, CHIEF DWAR file, PRINCESS file and PRINCESS PADWAR file. On the first and tenth rank of the CHIEF DWAR file and the PRINCESS PADWAR file, the CHAINED PRINCESS has only three possible moves, so these can be regarded as potential CORNER PINS. There are several power pieces which can perform this action and threaten the PRINCESS, I leave it to the reader to figure this out. (Hint: Think like a WARRIOR.) On the PRINCESS file, the CHAINED PRINCESS has five possible moves. This will take at least two power pieces to PIN and capture. On the fourth and seventh rank, the CHIEF DWAR file and the PRINCESS PADWAR file is similar to the SIDE PIN on the PRINCESS file. It will take at least two power pieces. On the PRINCESS file, the fourth and seventh rank offer the CHAINED PRINCESS eight possible moves. This can take easily four pieces to PIN and CAPTURE. Of course, the ESCAPE move will effect the location of the CHAINED PRINCESS. But the basic pattern will still exist and can be exploited. If the opponent's CHAINED PRINCESS does ESCAPE back into the move pattern of your CHAINED CHIEF, this will make capture swift and sure. -------------------------------------------------------------------------------- 5A2. LONE FREE PRINCESS CAPTURE The FREE PRINCESS, though restricted in movement, nonetheless could occupy any square upon the board. Visualize the FOOTPRINT of the FREE PRINCESS, centered in a 7x7 area with three-square orthogonal and diagonal moves radiating out. Let's start with the CORNER PIN: [x][ ][ ][x] [x][ ][x][ ] [x][x][ ][ ] [o][x][x][x] Since there is no threat from the PRINCESS, placing pieces on the movement lines can remove a potential square. For example, a THOAT placed on the second orthogonal move can completely cover that line of movement. The SIDE PIN has to contend with five radiating lines of movement: [x][ ][ ][x][ ][ ][x] [ ][x][ ][x][ ][x][ ] [ ][ ][x][x][x][ ][ ] [x][x][x][o][x][x][x] Except for the CHAINED WILD CHIEF and the FREE WILD CHIEF, you will need several power pieces to successfully SIDE PIN the FREE PRINCESS. Most will use two power pieces to chase the CHAINED PRINESS into the CORNER PIN. The OPEN PIN presents eight radiating lines of movement: [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 will take several power pieces to accomplish, the idea situation is where the CHAINED PRINCESS has been forced to evade a potential capture and places itself with limited options for movement. Example: The CHAINED PRINCESS attempts to take advantage of the BLINDSPOTS of an assaulting piece and finds itself locked up and waiting the kill. -------------------------------------------------------------------------------- 5A3. THE CHAINED CIVIL PRINCESS, CHAINED WILD PRINCESS, FREE CIVIL PRINCESS and FREE WILD PRINCESS CAPTURE These pieces offer the player an increased level of difficulty with the CAPTURE. Few power pieces have the ability to successfully PIN this piece by themselves. Forcing the PRINCESS to a SIDE PIN or CORNER PIN are the most effective forms of CAPTURE. Before you begin to threaten any LONE PRINCESS, you must have blocked its ability to flee toward its CHIEF. Once the attack begins, be prepared to place the PRINCESS in jeopeardy with each move until it is PINNED. -------------------------------------------------------------------------------- 5B. CHIEF-DEFENDED PRINCESS CAPTURE Here is the best opportunity of that elusive CHIEF captures CHIEF win. Example: A PRINCESS which is threaten by a CORNER PIN seeks shelter with the BLINDSPOTS of an opponent's attacking FREE CIVIL CHIEF. The opponent then threatens the PRINCESS with a THOAT. The defending CHIEF then takes the THOAT and the attacker makes the CHIEF captures CHIEF win. But this section will not concern itself with the CHIEF capture but the PRINCESS capture. Having defenders around the PRINCESS is a prudent consideration and the CHIEF offers one of the most formidable. Since the attacker is obviously interested in attempting a win, the capture of the CHIEF by other pieces will probably be avoided. Thus weakening the assault of the attacker. A defender should take advantage of this. -------------------------------------------------------------------------------- 5C. CHIEF CAPTURE This can be the most elusive of the WIN scenarios. How often do the two CHIEFS come in contact? Most threats to the CHIEF comes first from other pieces. Depending on the manner of the game, WAGER or non-WAGER, each player may utilize and present the CHIEF differently. Obviously, with the CHAINED CHIEF, neither player will be able to achieve the CHIEF capture CHIEF WIN. So avoiding the DRAW may become one of the primary motivations of the players. The CHIEF is one of the most powerful pieces in Jetan but it is one of the most vulnerable. The loss of this piece can determine the entire game, so much attention will be given it, whether it is in play or not. If an opponent has no compulsion against the DRAW, you may find your CHIEF under constant attack. Such an assault could force you into a tactical error. Expect this and prepare a proper response. Remember, there is no announcement for the subsequent capture of either the CHIEF or PRINCESS. Do not alert your opponent to such threats, it is unnecessary. Mis-direction can be the best tactic in Jetan. Emphasize the threat of a minor piece while covering the discovery of the eventual capture of the CHIEF or PRINCESS. -------------------------------------------------------------------------------- 5D. ENDGAME PSYCHOLOGY In European Chess, the mating of the King is the primary goal on the minds of each player. In Jetan, the player's has three possible endgame scenarios, PRINCESS CAPTURE, CHIEF CAPTURE or DRAWN GAME. Since the standard tournament play of Jetan consists of ten games, the DRAWN GAME is a viable option to a loss. A player facing a certain loss may quickly grasp the chance for a DRAWN GAME. An aggressive player, capturing as much as possible in as few moves, might top it with a DRAW, thus denying the opponent satisfaction of retaliation. With the attention of the player divided between the CHIEF and PRINCESS, seperating these two pieces on the board can cause the opponent much mental anguish. With a powerful CHIEF, a player may tempt the fates by capturing defended pieces, daring his opponent to take the DRAWN GAME. Also as the both player's forces dwindle to the last three pieces, the CHIEF, the PRINCESS and hopefully a power piece. That last series of ten moves can prove very entertaining, if played with thought. Remember, there are no time constraints on the game. Consider each move, play wisely. Don't become disheartened if you haven't yet achieved the WIN. Concentrate on avoiding the the LOSS and eventually a WIN will show itself. Like that rare royal flush, when you play that WIN try to contain your composure until the last move is made. ******************************************************** -------------------------------------------------------------------------------- I know that this document does not answer all question as they relate to strategies and tactics but merely offers a skeletal outline. If you have any questions, you can e-mail me at the address below. I am compiling a list of played games for publication, if you fully document any single game or tournament, I will include it along with the names of the players. Yes, you can use Barsoomian psuedonyms for names. Please send all you correspondence to: llsmith@ev1.net