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SERPENT’S REACH BY C.J. Cherryh

“And some sort of licensing for regular trade.”

She nodded toward the plains, the beta-holds. “There are those who will deal with you as we arrange.”

“There’s no station any longer. It’s gone.”

“Crashed. We saw it, Jim and I. It fell into the sea, a long time ago. But stations can be rebuilt.”

“Come aboard my ship,” he invited her. “We’ll talk specifics.”

She shook her head, smiled faintly. “No, ser. Take your ship from the vicinity of the hive tonight, within the hour. Go to riverside. I’ll find you there with no trouble. But don’t linger near the hive.”

And she walked away, leaving him standing. The majat remained, and the man, who looked at him with remotely curious eyes and then walked away.

“All things end,” she said. “Does the Outside frighten you, Jim?”

“No,” he said. She thought it truth. Their minds were much alike.

“There’s Moriah.” She nodded in the direction of the port, where the only whole buildings in Newhope remained.

“There’s the Reach or Outside. We’re human. There’s a time to remember that.” He looked at her, saying nothing. She linked her fingers in his, chitined hand in human one. “It begins again,” she said.

RULES FOR SEJ

Pieces: one pair six-sided dice; trio of four-sided wands: first wand face black, second blue with ship symbol; third white; fourth orange with star symbol.

Object: first player to accumulate 100 points wins. To start play: high roll of dice determines starting player. The Starting Player throws the wands, and play proceeds. To score: The. players roll dice for possession of the points represented by the wands. The casting of wands proceeds in alternation, one player and the next. The wand-thrower has the option of the first cast of dice; the dice then proceed in alternation during the Hand (this particular casting of the wands). High roll takes the wand or wands in contention, and points are recorded as follows. Value of wands: stars are 12 points each; ships are ten; white and white with black are 5 points for the white pair combined, but the black is played separately and with its own value; white assumes the value of any wand-of-colour, always the highest in the Hand . . . and assumes the value of black only if both other wands in the Hand are black; black cancer all points in the possession of whichever player “wins” the black wand, but cancellation of points is limited to the Game itself. Play always proceeds from ships to stars to black: that is, in a Hand, the dice must be rolled first for possession of the ships, then for the stars, and last of all for possession of the black. If a tie occurs in the roll of the dice, the dice are rolled again. If the wands come up doubled or tripled stars or ships or white, the winner of the first of the double or triple set automatically takes the others of that colour; for this purpose also, white matches the highest wand of the Hand. Should triple white show, the winner automatically takes Game. Should triple black show, the winner automatically loses Game.

Passing: In this matter rests the skill of the game, judging when to pass and when to risk play. A Hand containing a single black wand or any number of black wands may be declined by the thrower of wands, thus entirely voiding the Hand. the dice will not be rolled; the wands pass into the hand of the next player, who will cast again, with all privileges of the wand-thrower. Further, a player with the option to throw either wands or dice may voluntarily pass that option to the next player, who is not, however, obliged to accept: the player who has passed will receive the wands or dice again in alternation. The latter is a matter of courtesy and custom of the game: highest or decisive points are played last.

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