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Normally he'd have waited until he was due in Tronze that evening and go there underground, but that morning he'd felt like getting away from Ikroh. He'd put on boots, a pair of conservatively styled pants and a short open jacket, then taken to the hill paths, hiking over the mountain and down the other side.

He'd sat by the side of the old railway line, glanding a mild buzz and amusing himself by chucking little bits of lodestone into the track's magnetic field and watching them bounce out again. He'd thought about Yay's floating islands.

He'd also thought about the mysterious visitation from the Contact drone, on the previous evening, but somehow that just would not come clear; it was as though it had been a dream. He had checked the house communication and systems statement: as far as the house was concerned, there had been no visit; but his conversation with Chiark Hub was logged, timed and witnessed by other subsections of the Hub, and by the Hub Entire for a short while. So it had happened all right.

He'd flagged down the antique train when it appeared, and even as he'd climbed on had been recognised by a middle-aged man called Dreltram, also making his way to Tronze. Mr Dreltram would treasure a defeat at the hands of the great Jernau Gurgeh more than victory over anybody else; would he play? Gurgeh was well used to such flattery — it usually masked an unrealistic but slightly feral ambition — but had suggested they play Possession. It shared enough rule-concepts with Stricken to make it a decent limbering-up exercise. They'd found a Possession set in one of the bars and taken it out on to the roof-deck, sitting behind a windbreak so that the cards wouldn't blow away. They ought to have enough time to complete the game; the train would take most of the day to get to Tronze, a journey an underground car could accomplish in ten minutes.

The train left the bridge and entered a deep, narrow ravine, its slipstream producing an eerie, echoing noise off the natched rocks on either side. Gurgeh looked at the game-board. He was playing straight, without the help of any glanded substances; his opponent was using a potent mixture suggested by Gurgeh himself. In addition, Gurgeh had given Mr Dreltram a seven-piece lead at the start, which was the maximum allowed. The fellow wasn't a bad player, and had come near to overwhelming Gurgeh at the start, when his advantage in pieces had the greatest effect, but Gurgeh had defended well and the man's chance had probably gone, though there was still the possibility he might have a few mines left in awkward places.

Thinking of such unpleasant surprises, Gurgeh realised he hadn't looked at where his own hidden piece was. This had been another, unofficial, way of making the game more even. Possession is played on a forty-square grid; the two players" pieces are distributed in one major group and two minor groups each. Up to three pieces can be hidden on different initially unoccupied intersections. Their locations are dialled — and locked — into three circular cards; thin ceramic wafers which are turned over only when the player wishes to bring those pieces into play. Mr Dreltram had already revealed all three of his hidden pieces (one had happened to be on the intersection Gurgeh had, sportingly, sown all nine of his mines on, which really was bad luck).

Gurgeh had spun the dials on his single hidden-piece wafer and put it face down on the table without looking at it; he had no more idea where that piece was than Mr Dreltram. It might turn out to be in an illegal position, which could well lose him the game, or (less likely) it might turn up in a strategically useful place deep inside his opponent's territory. Gurgeh liked playing this way, if it wasn't a serious game; as well as giving his opponent a probably needed extra advantage, it made the game as a whole more interesting and less predictable; added an extra spice to the proceedings.

He supposed he ought to find out where the piece was; the eighty-move point was fast approaching when the piece had to be revealed anyway.

He couldn't see his hidden-piece wafer. He looked over the card and wafer-strewn table. Mr Dreltram was not the most tidy of players; his cards and wafers and unused or removed pieces were scattered over most of the table, including the part supposed to be Gurgeh's. A gust of wind when they'd entered a tunnel an hour earlier had almost blown some of the lighter cards away, and they'd weighed them down with goblets and lead-glass paperweights; these added to the impression of confusion, as did Mr Dreltram's quaint, if rather affected, custom of noting down all the moves by hand on a scratch tablet (he claimed the built-in memory on a board had broken down on him once, and lost him all record of one of the best games he'd ever played). Gurgeh started lifting bits and pieces up, humming to himself and looking for the flat wafer.

He heard a sudden intake of breath, then what sounded like a rather embarrassed cough, just behind him. He turned round to see Mr Dreltram behind him, looking oddly awkward. Gurgeh frowned as Mr Dreltram, just returned from the bathroom, his eyes wide with the mixture of drugs he was glanding, and followed by a tray bearing drinks, sat down again, staring at Gurgeh's hands.

It was only then, as the tray set the glasses on the table, that Gurgeh realised the cards he happened to be holding, which he had lifted up to look for his hidden-piece wafer, were Mr Dreltram's remaining mine-cards. Gurgeh looked at them — they were still face down; he hadn't seen where the mines were — and understood what Mr Dreltram must be thinking.

He put the cards back where he'd found them. "I'm very sorry," he laughed, "I was looking for my hidden piece."

He saw it, even as he spoke the words. The circular wafer was lying, uncovered, almost right in front of him on the table. "Ah," he said, and only then felt the blood rise to his face. "Here it is. Hmm. Couldn't see it for looking at it."

He laughed again, and as he did so felt a strange, clutching sensation coursing through him, seeming to squeeze his guts in something between terror and ecstasy. He had never experienced anything like it. The closest any sensation had ever come, he thought (suddenly, clearly), had been when he was still a boy and he'd experienced his first orgasm, at the hands of a girl a few years older than him. Crude, purely human-basic, like a single instrument picking out a simple theme a note at a time (compared to the drug-gland-boosted symphonies sex would later become), that first time had nevertheless been one of his most memorable experiences; not just because it was then novel, but because it seemed to open up a whole new fascinating world, an entirely different type of sensation and being. It had been the same when he'd played his first competition game, as a child, representing Chiark against another Orbital's junior team, and it would be the same again when his drug-glands matured, a few years after puberty.

Mr Dreltram laughed too, and wiped his face with a handkerchief.

Gurgeh played furiously for the next few moves, and had to be reminded by his opponent when the eighty-move deadline came up. Gurgeh turned over his hidden piece without having checked it first, risking it occupying the same square as one of his revealed pieces. The hidden piece, on a sixteen-hundred-to-one chance, turned up in the same position as the Heart; the piece the whole game was about; the piece one's opponent was trying to take possession of.

Gurgeh stared at the intersection where his well-defended Heart piece sat, then again at the coordinates he'd dialled at random on to the wafer, two hours earlier. They were the same, there was no doubt. If he" d looked a move earlier, he could have moved the Heart out of danger, but he hadn't. He'd lost both pieces; and with the Heart lost, the game was lost; he'd lost.