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Authors: Alan Burt Akers

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The use of drins and the power of pieces to vault make Jikaida unique. The Kregish word for vault is zeunt.

Any piece (some variations exclude the King) may move from one end of a straight unbroken line of pieces to the other end. The line may be diagonal or orthogonal and be of any length. The piece vaulting must stand on the square immediately adjacent to the end of the line, diagonally if a diagonal line and orthogonally if an orthogonal line, may move along the line and come to earth on the immediately adjacent square at the far end, diagonally if a diagonal line and orthogonally if an orthogonal line. Exceptions will be noted below.

A line for vaulting must consist of three or more pieces.

The pieces in the line may be blue or yellow or a mixture.

If there is a break in a line the vaulting piece must land there and finish his move. A piece may land on an opposing piece and capture anywhere along the line, providing he has already vaulted over at least three pieces, and he is not a swod landing on an opposing swod propt by a Deldar (see below).

Whenever a vaulting piece touches down, to capture an enemy, at the end of the line, or in a break, his move is ended.

The Pallan who may capture a friendly piece may do so in the normal course of a vault.

Any piece may vault across one or more drin fronts providing the line to be vaulted extends unbroken across those fronts. Pieces which would normally have to halt at a drin front when moving do not have to do so when vaulting. However, if a piece moves to a square abutting on a front and the line to be vaulted begins on the other side of the front he must wait until the next or subsequent move to vault.

Vaulting instead of moving normally counts as the player’s turn.

Swods vault forward orthogonally or diagonally only.

If a line to be vaulted ends at a front the piece vaulting may touch down in the adjacent square as noted, or capture, over the drin front.

It should be noted that a vault may change a Hikdar’s color.

In Poron Jikaida as usually played the Pallan is the only piece with the power of using two other features of the vault. The Pallan may, in his turn, move legally as specified in the rules, to the end of a line and in the same turn vault. The Pallan may make one change of direction when vaulting, but must follow a continuous line of pieces of three or more from one end to the other with a single bend in the line.

The Pallan may move diagonally to the end of an orthogonal line and vault, and vice versa. The change of direction can follow any single bend in the line.

A player wins by either checkmating (hyrkaida) or stalemating (tikaida) his opponent, or by baring his opponent’s king, unless the opponent then immediately (on the move) bares player’s king also, in which case the game is drawn.

If a Deldar stands next to a swod of the same color an opponent swod cannot capture that swod. Adjacency, to afford this protection, may be orthogonal or diagonal. In the Kregish, this protection is called propt. One Deldar may propt as many swods as he is adjacent to.

Dray Prescot points out that the idea of a rank of Deldars standing against an advance of swods, thus forcing heavier pieces into action, probably gave rise to the traditional opening challenge of the game: “Rank your Deldars!”

When a swod reaches the last rank of the board he may promote to any rank, including Pallan but excepting King, regardless of the number of pieces of the chosen rank already on the board.

The initial array of Yellow pieces from Yellow’s point of view is: First rank: from left to right: Chuktar, Jiktar, Hikdar, Paktun, Kapt, Pallan, King, Kapt, Hikdar, Jiktar, Chuktar. Second rank: twelve Deldars. Third rank: twelve swods.

The initial array of Blue pieces from Blue’s point of view is: First rank, from left to right: Chuktar, Jiktar, Hikdar, Paktun, Paktun, Kapt, King, Pallan, Kapt, Hikdar, Jiktar, Chuktar. Second rank: twelve Deldars. Third rank: twelve swods.

Kings stand on squares of their own color.

First move is by agreement, either color may open the game.

Variations

Whatever rules or variations of rules are used, it is essential that players are aware of them and agree before play starts. It is particularly important that the rules governing vaulting should be completely agreed upon.

These variations are similar to differences in chess rules on Earth before advances in communication and transportation allowed standardization. Poron Jikaida is the smallest form of Jikaida. Jikalla will form the subject of an appendix in a subsequent volume in the Saga of Dray Prescot. There are other sizes of board and numbers of pieces employed. Great Jikaida is the largest. Many forms employ aerial cavalry.

Jikshiv Jikaida is played on a board six drins by four drins.

Hyrshiv Jikaida is played on a board three drins by four drins. The Lamdu version of Hyrshiv Jikaida employs ninety pieces a side.

In the larger games with more pieces the power of the superior pieces increases with the additions, the Jiktar taking on the powers of the Chuktar for example. Some additional pieces are: the Hyrpaktun, who moves in an elongated Paktun’s move, three squares instead of two before the sideways move. The Flutsman, who moves four spaces, diagonally or orthogonally, over intervening pieces, must touch down on an unoccupied square, and then move or capture one square orthogonally or diagonally. This simulates the flutsman’s flight to his target and then the attack on foot. There are other aerial moves of similar character.

In some areas of Kregen the Hyrpaktun is allowed a single square move, like the King, to facilitate color changing.

The Archer moves one square diagonally and then as a rook. The Crossbowman moves one square orthogonally and then as a bishop. Trans-drin restrictions with the missile pieces vary. Vaulting rules vary considerably and have been the cause of great controversy. With the larger games the Pallan has the power of more than one change of direction during a zeunt, and may come down off the vault and continue moving. Sometimes the Kapts have the power of moving to a vaulting line. The pieces with a knight-like leap may come down off the vault to one side or the other, as though continuing their leap. This confers a very great power to these pieces, as they would then cover the entire sides of the vaulting line from three pieces away.

Trans-drin restrictions also vary, as, for instance, the Kapt being allowed to change direction at a front, and the Jiktars and Hikdars being allowed trans-drin movement. The Pallan may be allowed to cross two drin fronts, and this is particularly important during diagonal moves near the center of the board or where fronts meet. On the larger boards increased freedom of movement has been found to be essential, but this is often restricted to the home and central drins, and does not extend to the opponent’s home drins.

The powers of the swods and Deldars also vary by agreement, and it is a pleasant game to play Poron Jikaida with two ranks of swods each. In Porondwa Jikaida there are two ranks of Deldars. The larger boards build on the basis of the Poron board, the additional drins of the Hyrshiv Board are as follows... From Yellow’s point of view: The right-hand home drin is Krulch. The drins above that are Prychan and Strigicaw. Blue’s home drins are Boloth, Graint, Dermiflon.

In notation it is usual to give only the initial letter of the drin, followed by the letter and number of the coordinates.

Prescot says an interesting variation developed in Vallia where the swods were called brumbytes and the Deldars were called Hakkodin; but he gives no details of the play, except a mention of the brumbytes being arrayed initially in three ranks of eight, and provided they are on adjacent squares being allowed to be moved three at a time. One assumes this privilege would end by at least the front of the opponent’s home drins.

The above description is necessarily brief; but enough information has been given to enable the game to be played and enjoyed and some of the ramifications and developments to be explored. The construction of a board is a simple matter. It is suggested chess pieces are used where applicable, and the new pieces represented by model soldiers of a suitable scale and color. It is possible that a range of figures from the Saga of Dray Prescot will soon be available.

Finally, it is left to me to say, on behalf of Dray Prescot, enjoy your Jikaida and — Rank your Deldars!

Alan Burt Akers

Notes

[1]
deren: palace

[2]
risslaca: dinosaur

[3]
ron: red

[4]
Kraitch-ambur: Thunder

[5]
It is not necessary to understand how to play Jikaida to appreciate what follows. Dray Prescot relates in detail the description and rules of the game. A brief description of Jikaida is given at the end of this volume as Appendix A, together with sufficient rules for Poron Jikaida as to enable anyone to play an enjoyable game.
A.B.A.

[6]
reed: headband; laurium: rank.

About the author

Alan Burt Akers was a pen name of the prolific British author Kenneth Bulmer, who died in December 2005 aged eighty-four.

Bulmer wrote over 160 novels and countless short stories, predominantly science fiction, both under his real name and numerous pseudonyms, including Alan Burt Akers, Frank Brandon, Rupert Clinton, Ernest Corley, Peter Green, Adam Hardy, Philip Kent, Bruno Krauss, Karl Maras, Manning Norvil, Chesman Scot, Nelson Sherwood, Richard Silver, H. Philip Stratford, and Tully Zetford. Kenneth Johns was a collective pseudonym used for a collaboration with author John Newman. Some of Bulmer’s works were published along with the works of other authors under "house names" (collective pseudonyms) such as Ken Blake (for a series of tie-ins with the 1970s television programme The Professionals), Arthur Frazier, Neil Langholm, Charles R. Pike, and Andrew Quiller.

Bulmer was also active in science fiction fandom, and in the 1970s he edited nine issues of the New Writings in Science Fiction anthology series in succession to John Carnell, who originated the series.

More details about the author, and current links to other sources of information, can be found at
www.mushroom-ebooks.com, and at wikipedia.org.

The Dray Prescot Series

The Delian Cycle:

1. Transit to Scorpio

2. The Suns of Scorpio

3. Warrior of Scorpio

4. Swordships of Scorpio

5. Prince of Scorpio

Havilfar Cycle:

6. Manhounds of Antares

7. Arena of Antares

8. Fliers of Antares

9. Bladesman of Antares

10. Avenger of Antares

11. Armada of Antares

The Krozair Cycle:

12. The Tides of Kregen

13. Renegade of Kregen

14. Krozair of Kregen

Vallian cycle:

15. Secret Scorpio

16. Savage Scorpio

17. Captive Scorpio

18. Golden Scorpio

Jikaida cycle:

19. A Life for Kregen

20. A Sword for Kregen

21. A Fortune for Kregen

22. A Victory for Kregen

Spikatur cycle:

23. Beasts of Antares

24. Rebel of Antares

25. Legions of Antares

26. Allies of Antares

Pandahem cycle:

27. Mazes of Scorpio

28. Delia of Vallia

29. Fires of Scorpio

30. Talons of Scorpio

31. Masks of Scorpio

32. Seg the Bowman

Witch War cycle:

33. Werewolves of Kregen

34. Witches of Kregen

35. Storm over Vallia

36. Omens of Kregen

37. Warlord of Antares

Lohvian cycle:

38. Scorpio Reborn

39. Scorpio Assassin

40. Scorpio Invasion

41. Scorpio Ablaze

42. Scorpio Drums

43. Scorpio Triumph

Balintol cycle:

44. Intrigue of Antares

45. Gangs of Antares

46. Demons of Antares

47. Scourge of Antares

48. Challenge of Antares

49. Wrath of Antares

50. Shadows over Kregen

Phantom cycle:

51. Murder on Kregen

52. Turmoil on Kregen

Copyright © 1979, Kenneth Bulmer

Alan Burt Akers has asserted his right under the Copyright, Designs and Patents Act 1988, to be identified as the Author of this work.

First published by Daw Books, Inc. in 1979.

This Edition published in 2007 by Mushroom eBooks, an imprint of Mushroom Publishing, Bath, BA1 4EB, United Kingdom
www.mushroom-ebooks.com

All rights reserved. No part of this publication may be reproduced in any form or by any means without the prior written permission of the publisher.

ISBN 1843195909

Contents

Dray Prescot

1 – Jaidur is Annoyed

2 – The Star Lords Disagree

3 – Of a Meeting with Nath the Knife, Aleygyn of the Stikitches

4 – Delia Thinks Ahead

5 – Of the Theatre, a Gale and a Surprise

6 – The Battle of First Kanarsmot

7 – An Axeman Drops In

8 – Vondium Dances

9 – Pompino

10 – Into the Desolate Waste

11 – Prince Mefto the Kazzur

12 – The Fight Beside the Caravan

13 – In Jikaida City

14 – Of the Fate of Spies

15 – How Bevon Struck a Blow

16 – Kazz-Jikaida

17 – I Learn of a Plan

18 – Of an Encounter in an Armory

19 – “Vallia is not Sunk into the sea.”

20 – Death Jikaida

21 – The Princess’s Swordsman

Appendix – Jikaida

Notes

About the author

The Dray Prescot Series

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