The Chessmen of Mars · Chapter
Jetan, or Martian Chess explained
This chapter provides the complete rules of Jetan, the Martian chess-like game, as dictated by John Carter.
What happens
This chapter provides the complete rules of Jetan, the Martian chess-like game, as dictated by John Carter. It describes the board, the pieces with their moves and values, the objective, and the gambling customs associated with the game.
Free preview opens on this chapter — companions, themes, and character notes appear beside the text.
Narrative arc
Story tension across the book — this chapter sits in Falling action.
- Setup
- Escalation
- Breaking point
- Aftermath
- Closing
This is the story's dramatic climax because it marks the emotional and psychological peak where Gahan (as U-Ka…
Full beat labels and climax notes unlock in the reader.
Follow the arc while readingThemes in this chapter
- The Game of Life and Death
Jetan is a strategic battle game where pieces represent warriors and leaders, and the stakes include life and death in the context of Martian culture.
Characters to notice
- John Carter
Source of the rules of Jetan as recorded in the chapter.
Key passages
“The game is won when any piece is placed on same square with opponent’s Princess, or a Chief takes a Chief.”
Victory in Jetan occurs by capturing the opponent's Princess with any piece or by having a Chief capture the opposing Chief.
Clarifies the win conditions of the game.
“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.””
The Princess piece cannot move into danger or capture, but she has a special one-time ability to move ten spaces in any direction, known as 'the escape.'
Describes the unique rules for the Princess piece.