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'']'' was a trading game, along the lines of ]. The Blood side played with human ] for the counters, atrocities on a large scale: individual ]s and ]s didn't count, there had to have been a large number of people wiped out. ]s, ]s, that sort of thing. The Roses side played with human ]s. ]s, ]s, stellar works of ], helpful ]s. ''Monuments to the soul's magnificence,'' they were called in the game. There were sidebar buttons, so that if you didn't know what '']'' was, or the ], or the ], or '']'', or the ], or '']'', you could double-click and get an illustrated rundown, in two choices: R for ], PON for ], ], and ]. That was the thing about ], said ]: it had lots of all three. | '']'' was a trading game, along the lines of ]. The Blood side played with human ] for the counters, atrocities on a large scale: individual ]s and ]s didn't count, there had to have been a large number of people wiped out. ]s, ]s, that sort of thing. The Roses side played with human ]s. ]s, ]s, stellar works of ], helpful ]s. ''Monuments to the soul's magnificence,'' they were called in the game. There were sidebar buttons, so that if you didn't know what '']'' was, or the ], or the ], or '']'', or the ], or '']'', you could double-click and get an illustrated rundown, in two choices: R for ], PON for ], ], and ]. That was the thing about ], said ]: it had lots of all three. | ||
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You rolled the virtual dice and either a Rose or a Blood item would pop up. If it was a Blood item, the Rose player had a chance to stop the atrocity from happening, but he had to put up a Rose item in exchange. The atrocity would then vanish from history, or at least the history recorded on the screen. The Blood player could acquire a Rose item, but only by handing over an atrocity, thus leaving himself with less ] and the Rose player with more. If he was a skillful player he could attack the Rose side by means of the atrocities in his possession, ] the human achievement, and transfer it to his side of the board. The player who managed to retain the most human achievements by Time's Up was the winner. With points off, naturally, for achievements destroyed through his own ] and ] and ]ous play. | You rolled the virtual dice and either a Rose or a Blood item would pop up. If it was a Blood item, the Rose player had a chance to stop the atrocity from happening, but he had to put up a Rose item in exchange. The atrocity would then vanish from history, or at least the history recorded on the screen. The Blood player could acquire a Rose item, but only by handing over an atrocity, thus leaving himself with less ] and the Rose player with more. If he was a skillful player he could attack the Rose side by means of the atrocities in his possession, ] the human achievement, and transfer it to his side of the board. The player who managed to retain the most human achievements by Time's Up was the winner. With points off, naturally, for achievements destroyed through his own ] and ] and ]ous play. | ||
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The exchange rates — one '']'' equalled ], one ] equalled the '']'' plus three ] — were suggested, but there was room for haggling. To do this you needed to know the numbers — the total number of ]s for the atrocities, the latest ] price for the artworks; or, if the artworks had been stolen, the amount paid out by the ]. It was a wicked game. | The exchange rates — one '']'' equalled ], one ] equalled the '']'' plus three ] — were suggested, but there was room for haggling. To do this you needed to know the numbers — the total number of ]s for the atrocities, the latest ] price for the artworks; or, if the artworks had been stolen, the amount paid out by the ]. It was a wicked game. | ||
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"]," says Snowman, making his way through the dripping wet vegetation. "'']''. ]. ]s. '']''. ]'s music. ], complete works. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]s. ]. ]. ]. ]. ]. ]." | "]," says Snowman, making his way through the dripping wet vegetation. "'']''. ]. ]s. '']''. ]'s music. ], complete works. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]s. ]. ]. ]. ]. ]. ]." | ||
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There must have been more. There were more. | There must have been more. There were more. | ||
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'']'', says a voice in his year. '']. ]. ]. ]. ]. ]. ]. ]. Ditto the ]. Ditto the ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. | '']'', says a voice in his year. '']. ]. ]. ]. ]. ]. ]. ]. Ditto the ]. Ditto the ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. ]. | ||
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"Stop it," says Snowman. | "Stop it," says Snowman. | ||
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''Sorry, honey. Only trying to help.'' | ''Sorry, honey. Only trying to help.'' | ||
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That was the trouble with Blood and Roses: it was easier to remember the Blood stuff. The other trouble was that the Blood player usually won, but winning meant you inherited a wasteland. This was the point of the game, said Crake, when Jimmy complained. Jimmy said that if that was the point, it was pretty pointless. He didn't want to tell Crake that he was having some severe nightmares: the one where the ] was decorated with cut-off heads was, for some reason, the worst. | That was the trouble with Blood and Roses: it was easier to remember the Blood stuff. The other trouble was that the Blood player usually won, but winning meant you inherited a wasteland. This was the point of the game, said Crake, when Jimmy complained. Jimmy said that if that was the point, it was pretty pointless. He didn't want to tell Crake that he was having some severe nightmares: the one where the ] was decorated with cut-off heads was, for some reason, the worst. | ||
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<p align="right" |
<p align="right" >— From '']'', by ]</p> | ||
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Revision as of 09:02, 10 August 2009
Blood and Roses was a trading game, along the lines of Monopoly. The Blood side played with human atrocities for the counters, atrocities on a large scale: individual rapes and murders didn't count, there had to have been a large number of people wiped out. Massacres, genocides, that sort of thing. The Roses side played with human achievements. Artworks, scientific breakthroughs, stellar works of architecture, helpful inventions. Monuments to the soul's magnificence, they were called in the game. There were sidebar buttons, so that if you didn't know what Crime and Punishment was, or the Theory of Relativity, or the Trail of Tears, or Madame Bovary, or the Hundred Years' War, or The Flight into Egypt, you could double-click and get an illustrated rundown, in two choices: R for children, PON for Profanity, Obscenity, and Nudity. That was the thing about history, said Crake: it had lots of all three.
You rolled the virtual dice and either a Rose or a Blood item would pop up. If it was a Blood item, the Rose player had a chance to stop the atrocity from happening, but he had to put up a Rose item in exchange. The atrocity would then vanish from history, or at least the history recorded on the screen. The Blood player could acquire a Rose item, but only by handing over an atrocity, thus leaving himself with less ammunition and the Rose player with more. If he was a skillful player he could attack the Rose side by means of the atrocities in his possession, loot the human achievement, and transfer it to his side of the board. The player who managed to retain the most human achievements by Time's Up was the winner. With points off, naturally, for achievements destroyed through his own error and folly and cretinous play.
The exchange rates — one Mona Lisa equalled Bergen-Belsen, one Armenian genocide equalled the Ninth Symphony plus three Great Pyramids — were suggested, but there was room for haggling. To do this you needed to know the numbers — the total number of corpses for the atrocities, the latest open-market price for the artworks; or, if the artworks had been stolen, the amount paid out by the insurance policy. It was a wicked game.
"Homer," says Snowman, making his way through the dripping wet vegetation. "The Divine Comedy. Greek statuary. Aqueducts. Paradise Lost. Mozart's music. Shakespeare, complete works. The Brontës. Tolstoy. The Pearl Mosque. Chartres Cathedral. Bach. Rembrandt. Verdi. Joyce. Penicillin. Keats. Turner. Heart transplants. Polio vaccine. Berlioz. Baudelaire. Bartok. Yeats. Woolf."
There must have been more. There were more.
The sack of Troy, says a voice in his year. The destruction of Carthage. The Vikings. The Crusades. Ghenghis Kahn. Attila the Hun. The massacre of the Cathars. The witch burnings. The destruction of the Aztec. Ditto the Maya. Ditto the Inca. The Inquisition. Vlad the Impaler. The massacre of the Huguenots. Cromwell in Ireland. The French Revolution. The Napoleonic Wars. The Irish Famine. Slavery in the American South. King Léopold in the Congo. The Russian Revolution. Stalin. Hitler. Hiroshima. Mao. Pol Pot. Idi Amin. Sri Lanka. East Timor. Saddam Hussein.
"Stop it," says Snowman.
Sorry, honey. Only trying to help.
That was the trouble with Blood and Roses: it was easier to remember the Blood stuff. The other trouble was that the Blood player usually won, but winning meant you inherited a wasteland. This was the point of the game, said Crake, when Jimmy complained. Jimmy said that if that was the point, it was pretty pointless. He didn't want to tell Crake that he was having some severe nightmares: the one where the Parthenon was decorated with cut-off heads was, for some reason, the worst.
— From Oryx and Crake, by Margaret Atwood
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