intervening pieces.
The game is won when a player places any of his pieces on the
same square with his opponent's Princess, or when a Chief takes a
Chief. It is drawn when a Chief is taken by any opposing piece
other than the opposing Chief; or when both sides have been
reduced to three pieces, or less, of equal value, and the game is
not terminated in the following ten moves, five apiece. This is
but a general outline of the game, briefly stated.
It was this game that Dejah Thoris and John Carter were playing
when Tara of Helium bid them good night, retiring to her own
quarters and her sleeping silks and furs. "Until morning, my
beloved," she called back to them as she passed from the
apartment, nor little did she guess, nor her parents, that this
might indeed be the last time that they would ever set eyes upon
her.
The morning broke dull and gray. Ominous clouds billowed
restlessly and low. Beneath them torn fragments scudded toward
the northwest. From her window Tara of Helium looked out upon
this unusual scene. Dense clouds seldom overcast the Barsoomian
sky. At this hour of the day it was her custom to ride one of
those small thoats that are the saddle animals of the red
Martians, but the sight of the billowing clouds lured her to a
new adventure. Uthia still slept and the girl did not disturb
her. Instead, she dressed quietly and went to the hangar upon the
roof of the palace directly above her quarters where her own
swift flier was housed. She had never driven through the clouds.
It was an adventure that always she had longed to experience. The
wind was strong and it was with difficulty that she maneuvered
the craft from the hangar without accident, but once away it
raced swiftly out above the twin cities. The buffeting winds
caught and tossed it, and the girl laughed aloud in sheer joy of
the resultant thrills. She handled the little ship like a
veteran, though few veterans would have faced the menace of such
a storm in so light a craft. Swiftly she rose toward the clouds,
racing with the scudding streamers of the storm-swept fragments,
and a moment later she was swallowed by the dense masses
billowing above. Here was a new world, a world of chaos unpeopled
except for herself; but it was a cold, damp, lonely world and she
found it depressing after the novelty of it had been dissipated,
by an overpowering sense of the magnitude of the forces surging
about her. Suddenly she felt very lonely and very cold and very
little. Hurriedly, therefore, she rose until presently her craft
broke through into the glorious sunlight that transformed the
upper surface of the somber element into rolling masses of
burnished silver. Here it was still cold, but without the
dampness of the clouds, and in the eye of the brilliant sun her
spirits rose with the mounting needle of her altimeter. Gazing at
the clouds, now far beneath, the girl experienced the sensation
of hanging stationary in mid-heaven; but the whirring of her
propellor, the wind beating upon her, the high figures that rose
and fell beneath the glass of her speedometer, these told her
that her speed was terrific. It was then that she determined to
turn back.
The first attempt she made above the clouds, but it was
unsuccessful. To her surprise she discovered that she could not
even turn against the high wind, which rocked and buffeted the
frail craft. Then she dropped swiftly to the dark and wind-swept
zone between the hurtling clouds and the gloomy surface of the
shadowed ground. Here she tried again to force the nose of the
flier back toward Helium, but the tempest seized the frail thing
and hurled it remorselessly about, rolling it over and over and
tossing it as it were a cork in a cataract. At last the girl
succeeded in righting the flier, perilously close to the ground.
Never before had she been so close to death, yet she was not
terrified. Her coolness had saved her, that and the strength of
the deck lashings that held her. Traveling with the storm she was
safe, but