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).



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