the sculpted metal. The mask had a matt finish, to prevent his opponents seeing his cards reflected in his face.

Wilgre had to be helped up the ramp by some slaves from his retinue. The blue giant from Ozhleh, clad in a mirror robe, looked almost as though he was being rolled up the slope by the small humans behind, although the hem of his robe kicked out now and again to show where his four stubby legs were scrabbling to propel his great body up the ramp. In one of his two hands he held a large mirror, in the other a whip lead on the end of which a blinded rogothuyr — its four paws encrusted with precious metals, its snout encased in a platinum muzzle and its eyes replaced by emeralds — padded like a lithe nightmare in pure white. The animal's giant head swept from side to side as it used its ultrasonic sense to map out its surroundings. On another terrace, almost opposite Horza's, all thirty-two of Wilgre's concubines threw aside their body veils and went down on their knees and elbows, worshipping their lord. He waved the mirror at them briefly. Virtually every magnifier and micro-camera smuggled into the auditorium also swivelled to focus on the thirty-two assorted females, reputedly the finest one-sex harem in the galaxy.

Neeporlax presented something of a contrast. The youth was a shambling, gaunt, shoddily clothed figure, blinking in the lights of the arena and clutching a soft toy. The boy was perhaps the second-best Damage Player in the galaxy, but he always gave his winnings away, and the average meterbed hotel would have thought twice about admitting him; he was diseased, half blind, incontinent and albino. His head was liable to shake out of control at an anxious moment in a game, but his hands held holocards as though the plastics had been set in rock. He, too, was assisted up the ramp, by a young girl who helped him to his seat, combed his hair and kissed his cheek, then went to stand in the area behind the twelve seats set immediately aft of the youth's chair.

Wilgre raised one of his chubby blue hands and threw a few Hundredths at the crowd beyond the fences; people scrabbled for the coins. Wilgre always mixed in a few higher denominations as well. Once, at a game a few years previously inside a moon heading for a black hole, he had thrown a Billion away with the small change, disposing of perhaps a tenth of a per cent of his fortune with just one flick of the wrist. A decrepit asteroid tramp, who had just been turned down as a Life because he had only one arm, ended up buying his own planet.

The rest of the Players were a pretty varied-looking bunch as well; but with one exception, Horza didn't recognise them. Three or four of the others were greeted with shouts and some fireworks, so presumably they were well known; the rest were either disliked or unknown. The last player to come up the ramp was Kraiklyn.

Horza settled back in his lounger, smiling. The Free Company leader had had a little temporary facial alteration done — probably pull-off — and his hair was dyed, but it was him all right. He wore a light-coloured one- piece fabric suit, he was clean shaven and his hair was brown. Perhaps the others on the CAT wouldn't have recognised him, but Horza had studied the man — to see how he carried himself, how he walked, how the muscles in his face were set — and to the Changer, Kraiklyn stood out like a boulder in a pebble-field.

When all the Players were seated, their Lives were led in to sit on the seats immediately behind each Player.

The Lives were all humans; most already looked half dead anyway, though they were all physically whole. One by one they were taken to their seats, strapped in and helmeted. The lightweight black helmets covered their faces except for the eyes. Most slumped forward once they were strapped in; a few sat more upright, but none raised their eyes or looked round. All the regular Players had the full complement of Lives allowed; some had them specially bred, while others had their agents supply all they wanted. The less rich, not so well known Players, like Kraiklyn, had the sweepings of prisons and asylums, and a few paid depressives who had willed their share of any proceeds to somebody else. Often members of the Despondent sect could be persuaded to become Lives, either for free or for a donation to their cause, but Horza couldn't see any of their distinctive tiered head-dresses or bleeding-eye symbols.

Kraiklyn had only managed to find three Lives; it didn't look as though he would be staying all that long in the game.

The white-haired woman in the reserved seat near the front of the terrace got up, stretched and walked up the terrace, between the couches and loungers, a bored expression on her face. Just as she drew level with Horza's couch, a commotion erupted on a terrace behind them. The woman stopped and looked. Horza turned round. Even through the quietfield he could hear a man shouting; what looked like a fight had broken out. A couple of security guards were trying to restrain two people rolling about on the floor. The crowd on the terrace had made a circle about the disturbance and were looking on, dividing their attention between the preparations for the Damage game and the fisticuffs on the terrace beside them. Eventually the two people on the floor were brought to their feet, but instead of both being restrained, only one was — a youngish man who looked vaguely familiar to Horza, though he appeared to have been disguising himself with a blond wig which was now slipping off his head.

The other person who had been fighting, another man, produced some sort of card from his clothes and showed it to the young man, who was still shouting. Then the two uniformed guards and the man who had brandished the card led the young man away. The man with the card took something small from behind one of the young man's ears as he was frog-marched off to an access tunnel. The young woman with the long white hair crossed her arms and walked on up the terrace. The circle of people on the terrace above closed again, like a hole in cloud.

Horza watched the woman weave her way through more couches until she left the terrace and he lost sight of her. He looked up. The duelling animals still spun and leapt; their white blood seemed to glow as it matted their shaggy hides. They snarled silently and scythed at each other with their long forelimbs, but their acrobatics and their aiming had deteriorated; they were starting to look tired and clumsy. Horza looked back to the game table; they were all ready, and the game was about to begin.

Damage was just a fancy card game: partly skill, partly luck and partly bluff. What made it interesting was not just the high sums involved, or even the fact that whenever a player lost a life he lost a Life — a living, breathing human being — but the use of complicated consciousness-altering two-way electronic fields around the game table.

With the cards in his or her band, a player could alter the emotions of another player, or sometimes of several others. Fear, hate, despair, hope, love, camaraderie, doubt, elation, paranoia; virtually every emotional state the human brain was capable of experiencing could be beamed at another player or used for oneself. From far enough away, or in a field shield close in, the game could look like a pastime for the deranged or the simple-minded. A player with an obviously strong hand might suddenly throw it in; somebody with nothing at all might gamble all the credits they had; people broke down weeping or started laughing uncontrollably; they might moan with love at a player known to be their worst enemy or claw at their restraining straps to free themselves for a murdering attack on their best friend.

Or they could kill themselves. Damage players never did get free from their chairs (should they ever do so, an Ishlorsinami would shoot them with a heavy stun gun) but they could destroy themselves. Each game console, from which the emotor units radiated the relevant emotions, on which the cards were played and where the players could see the time and the number of Lives they each had left, contained a small hollow button, inside which a needle filled with poison lay ready to inject any stabbing finger which pushed it.

Damage was one of those games in which it was unwise to make too many enemies. Only the very strong- willed indeed could defeat the urge to suicide implanted in their brains by a concerted attack of half a table of players.

At the finish of each hand of cards, when the money which had been gambled was taken by the player with the most card points, all the other players who had stayed with the betting lost a Life. When they had none left they were out of the game, as they would be if they ran out of money. The rules said the game ended when only one player had any Lives left, though in practice it finished when the remaining contestants agreed that if they stayed any longer they were likely to lose their own Lives to whatever disaster was about to ensue. It could get very interesting at the end of a game when the moment of destruction was very close, the hand had gone on for some time, a great deal of money had been gambled on that one hand, and one or several players would not agree to call it a day; then the sophisticates really were separated from the simians, and it became even more a game of nerve. Quite a few of the best Damage players of the past had perished trying to out-dare and out-stay each other in such circumstances.

From a spectator's point of view, Damage's special attraction was that the closer you stood to the emotor

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