Much of this information came to me by way of other people. I have learned that most of it was gleaned from another web site and I wish to attribute this information to the one that it rightfully belongs to. My appreciation to Master Midian at http://www.midian-net.com/ whom I believe is the author of most of this information originally. Also, my thanks to the Silk and Steelís Web Site, for their assistance in this matter. The Northern Varient though is of My own devising based on what I have read.
KAISSA,, is the Counter-World of Gorís answer to Urthís game of chess. There is no recording of who invented the game or when it was first played. Suffice to say that the Game is many hundreds of years older than chess.
In KAISSA, there are two opposing sides, Red and Yellow, as opposed to Black and White pieces used in the playing of chess. Yellow always plays first in KAISSA.
for a copy of the Board and a look at some of the figures go here.
The two opponents, representing two cities, are each at war with one another. The piece called the Home Stone in the game, is the most important piece in KAISSA. As in all Gorean culture, the Home Stone is the heart, the soul and the prize of the Game of Kaissa. The end of KAISSA, is when one opponent captures the otherís Home Stone.
All captures done in KAISSA is done by directly landing on a space containing your opponentís opposing pieces.
The Ubar is the most powerful piece on the board. He is represented by a figure wearing a fur robe, a crown, and holding a sword. He can move on the board as far as he likes in any direction so long as his way is not blocked by another piece. The Ubar is a back row piece and he can be taken any time during KAISSA. His loss does not constitute the end of the game.
The Ubara is represented by a womanís figure wearing a long Robe of Concealment, a small tiara crown and has her hands folded in front of herself. The Ubara functions pretty much like her mate the Ubar, expect that she is restricted to three squares in any direction, so long as she is not blocked by another piece in her way. The Ubara is also a back row piece. She stands one crown height shorter than the Ubar. The Ubara, at the start of the game, rests on a square of her own color, next to the Ubar.
The Tarnsman of KAISSA is most likely the Ubarís most stalwart defender and aide. The Tarnsman is represented by a man sitting on top of a giant hawl-like bird. His moves are there squares up and two over in any direction; he is the only piece on the board that can go over or around another piece. The Tarnsman moves much like the Knight in the game of Chess. There are two Tarnsmen to a side, one of one side of the Ubar, the one on the other side of the Ubara.
The Scribe of KAISSA is represented by the figure of a man in robes holding a ledger in his left hand and a stylus in his right. He moves diagonally on his own color, forward or backward, but is limited to five squares in either direction, so long as no one blocks his progress. His is much like the Bishop in Chess in his movements. There are two Scribes to a side in KAISSA.
The Builder of KAISSA is represented by the figure of a man holding a scroll and wearing a robe. The Builder also wears a round hat or cap. The builder moves on the board, forward, backward and laterally in bother directions, with no limit tot he number of squares he can advance, so long as no one blocks his progress. The moves of the Builder are similar to those of the Rook/Castle in Chess. There are two Builders to a side in KAISSA.
The Initiate of KAISSA is represented by the figure of a man in robes, his cap has a holy symbol on itís top. The Initiate is a high priest, and NOT to be trusted. He, like the Scribe moves on the diagonal; except, unlike the Scribe, the Initiates have no limit to the number of squares they can advance, so long as their way is not blocked by another piece. The Initiate, like the Bishop of Chess, is also limited to his own color of squares.
The Spearman is the first of the front row pieces. The Spearman is represented by the figure of a man on foot, holding a large shield in his left hand and a war spear in his right hand. He moves forward only and captures only on the diagonal, as the Pawn of Chess is limited to. On his first move, the Spearman has the option of mving either 1, 2, or 3 squares forward. After the Spearmanís first move, he advances only one square at a time, no matter which option he chooses. There are six Spearman to a side in KAISSA.
RIDER OF THE HIGH THARLARION
Flanking the six Spearmen in the front row, one on each side, are the Riders of the High Tharlarion, or lizard riders. They are represented by a figure of a mna seated upon a giant lizard, holding a shield on his left arm, the reins in his left hand, and a lance in his right hand. They have the ability to move one square in any direction, so long as they are not blocked by another piece.
Flanking the two Riders of the High Tharlarion in the front row, one on each side, are the Assassins. The Assassins are represented by the figure of a man holding a dagger. The Assassins have the ability to move two squares in any direction forward, backward, laterally or diagonally, so long as their path is not blocked by another piece.
HOME STONE, OR CITY
The Home Stone is what the game is all about. It does not start KAISSA on the board, but must be placed on the board after the 7th move and on or before, but not later than, the 10th move. The placement of the Home Stone constitutes a move on its own. If the Home Stone is not placed on or before the 10th move, the game is over by default. The Home Stone does have the ability to move one square in any one unimpeded direction. It does not, however have the right to capture other pieces. The placement of the Home Stone on the board is yours and your opponentís choice. The Home Stone must be placed on the first rank of oneís playing field, or as one looks at the board, on the back row of your playing pieces. It cannot be placed on an already occupied square.
The Ubar is of the south, in the The North the Jarl Rules.
The Jarls Woman
The Ubara is replaced By the Jarls Woman, much the same but reflecting the differences between North and South the Jarls Woman is more powerful than the Ubara, moving 4 spaces and Not 3
While the Tarnsman may rule the Sky... All Men are Jarls with in reach of their Axe. This belief is reflected in the Game by the replacement of the Tarnsman with the Axe. The placing and movement are the same.
There are no Intiates in Torvaldsland for there the Priest Kings are not worshipped. The Intiate has been replaced with the Rune Priest ,the placing and movement are the same.
In Torvaldsland, during the long winters, One that can tell tales and entertain is highly valued. The singer relaces the Scribe in the Northern Varient although the placing and movement remain the same
In the North, The City/homestone is Called the Hall and if Your Hall is Taken then You Have lost