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.
End of Project Gutenberg's The Chessmen of Mars, by Edgar Rice Burroughs
*** END OF THIS PROJECT GUTENBERG EBOOK THE CHESSMEN OF MARS ***
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