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 hand, 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.
(from Consider
Phlebas by Iain M. Banks)
8½*/10. The complete review is here.
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