Monday 18 February 2013

hippo-in-a-tutu (channel 4, deal 3, discards Y_Z)

hippo-in-a-tutu (channel 4, deal 3, discards Y_Z)
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Image by KevinHutchins314
Well, now that they all saw how the Bitch helped the bidder when he "let the genie out of the bottle" and gambled on this deal, they can simply confirm his winnings as the dancecard is finished. Genie ("Yes, Master?") is to be thanked for encouragements. The fairies and busy-bee buzzy-dealers are to be thanked for the costumery they provided to the dance ("bibbidy bobbidy boo"). And let's thank the invisible friends who brought the Cosmic Tribe of dancers into existence so they'd be able to prance at Flaming Holey's house of tarot and Titanomaxia arena. Standing on the shoulders of giants, if you want to bake an apple pie from scratch you must first know the recipe for the universe, and if it's a sufficiently advanced pi you will not be able to distinguish it from magic. I should probably apologize a little bit to Newton, Sagan, and Clarke for what i just said, but isn't a dragqueen supposed to be given a tiny bit of slack when she's adjusting her tutus? No? Well if a hippo wants to sauté in a ballet tutu while misquoting authors of magic, there must be a tableau where she can dance somewhere. Let's pack the devils and angels back inside the cuckooclock-musicbox-genielamp-fairyrainbow-leprechaunpot of gold and ask the halflings and elves if they know who's going to appear in next season's plays. They'll accept our hippo-in-a-tutu; and maybe some day some how somebody will hard~shuffle the cards again.

It's the post-24-tricks roundup as the tableau completes itself. This Integration of the (w)Hole was the third deal of the fourth channel of Trilemma Supra tournaments, and was the tenth initiation in the Ultimate Saga of Titanomaxia with the permutations of these players. Each Trilemma Supra tournament interval is a "channel", and its length is slightly unpredictable. The "trilemma" is the group of three "KEY" terminal cards in the scoring system, and if a deal is completed with all three keys on somebody's Tricky Pile then we say the table has "achieved the trilemma". When this occurs, the players subsequently play one more deal, known as the "supra", and that is how the tournament is concluded. On this particular tableau they have, in fact, just achieved the "supra"; and it's a beautiful conclusion to a fascinating tournament channel.

Earlier, when the Contractor was bidding to "TAKE" the Bitch and everybody saw the Prognostication, he secretly discarded two tierces in order to keep the proper number of (twenty-four) cards in his re-arranged hand, and that signified to the tableau their readiness for Initiation. Those two tierces (triplets) of discards were "empty" of tête points, which means they contained no face cards, they were only Minor pip cards which he discreetly considered inutile for his subsequent tricking. The twenty-four tricks were played out. We referred to them as the Initiation at A, then B (until the tempo changed), then continued along thru tricks C, D, etc… until X finally marked the spot at Destiny when the twenty-fourth triplet of cards had been piled. Now the twenty-fifth and twenty-sixth tierces (from the contractor's original "écart" discarded underneath his pile) will be confirmed to show how the seventy-eight cards of the deck were ultimately distributed.

Tierce Y: 7 Cups of Water (debauchery tossers), Ace of Earth Disks (body qualities), Earth 5 Disks (butthole pentacles).

Tierce Z: 2 sWords in the Air (deuce of truce), Ten 10 Cups of Water (satisfying orgasms), Ace of sWords in the Air (intelligent idea).

Score:

The Contractor scores +2 points for the two empty tierces and these are added to their previous subtotal of 35 on the tableau of tricks; their final grand total of Tricky Points is now 37 in their tricky pile.

Contractor = 37 tricky points piled
Defense = 41 tricky points piled
37+41=78 points among 78 cards in the deck

The opponents (the two temporary co-Defenders trying to foil the contract) counted 41 Tricky Points for the grand total of their tricky pile, and 37+41=78 (of course) because the values of the seventy-eight cards in the deck always add to 78 in the players' three~way-tableau style of scoring.

The goal of the game for a contractor is to achieve a target of Tricky Points which depends upon how many of the three crucial KEY terminal cards he disposed into his pile. For holding three keys, a player needs 33 points; for holding two keys a player would need 36 points; for holding only one key a player would need 43 points; and for holding none of the keys a player would need 46 points. (Do you have more than half of the keys? If yes, then you don't quite need half of the 78 points, lucky ducky. If you have less than half of the keys on your side, then you will need a bit more than half of the 78 points, poor peter. That's why everybody tries so hard to bid on those key terminal cards!) We always concern ourselves with the dispositions of the TITAN, WIZARD, DEMON, those terminals of the "trilemma" when scoring.

So in this particular hand, we find the contractor finished with the Omnipotent Titan 21 of Trumps and the Unsuitable Demon 0 of Fool-ish Jokers. The defenders finished with their number 1 Ace of Trumps Magician Wizard on their tricky pile. So the defense kept their one key while the contractor has his two of the three crucial KEYS to the scoring targets: his contract requires 36 points to succeed. He did, in fact, score 37 for his lovely Tricky Pile. So he exceeds his target by 1 tricky point! Hooray! He just barely made it! Now he will take that one extra point and include it in his credit calculations when they settle their scores.

The basic price of winning a contract is +25 credits. The extra "surplus" +1 point is added, so now this contract is worth +26 for such delightfully tight success (photo finish!) If there had been other bonus moves or bonus announcements, we would add them here. But this hand was conducted without any mention of "handful of trumps" supermajority; there was no special "Magick Trick" usage of the wizard in the "least-at-last" position; and there was no relevant "slam" ("chelem") situation where somebody would have tried to capture every single trick. These cards were good enough for a gamble, but they had no such bonus modifiers. If the contractor had decided to speak of a riskier bid (for some gamble of double, quadruple, etc) he would have been able to multiply his credits here; but his cards were only barely acceptable enough to bid single "TAKE", and thus +26 is the final credit scored from each opponent for his accomplishment.

Both of the co-defenders will then debit -26 credits from each of their accounts, and they will each pay the +26 to the successful contractor. The contractor's achievement of +26x2=+52 credits is happily awarded into his account. Many gamblers settle up at the end of a tournament and exchange their credits or poker chips or tally sticks for monetary value. But casual gamers might prefer more enticing rewards, such as raspberries, dildos, buds, sexual favors, and breathtakingly dangerous kisses. It's an amaZING zero-sum game, so a certain amount of raspberry sharing, honey dripping, spliff passing, lube squirting, recipe exchanging, and game~golem cranking seems perhaps more appropriate than any trivial "sordid topic of coin". Competitive tournaments might be fun in an abstract sense for people's enjoyment of gaming practises; but cooperative alternative "tournament channels" might be fun in a concrete sense for people's enjoyment of both real and imaginary "melpomene and terpsichore". Instead of focusing on a notion of "winners and losers" in a competition, the leatherfairies and cosmic dancers usually appreciate a more divine game around the spirits of cooperation. We don't have to have a "dance-off" every time we dance; usually we might prance simply for the joy of playing and singing and twinkling around each other. Sex and dance and music and art don't have to be competitions, we can play things for fun instead. Capice?


give up your smallest puckering pentacle (channel 4, deal 2, trick F)
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The Medium finally has the lead, controlling the tempo at last, having endured the previous tricks A thru E until arriving here at F. He finally has an opportunity to activate some of his own planning. What sort of plot could he hatch? Will it take wing, or is it a rotten egg?

It's a dance in the Pentacles, an attempt to distract and obfuscate the hidden positions of the Ω Warlock, the Ψ WishGranter, and the Υ VisionQuest Seeker. It's the first appearance of a dancer from the House of Disks, a grand entrance, a spectacular arrival onto the scene. But the dance, the song, and the scene are all contrivances intended to obscure and mislead any attempts to capture the Courtiers Of the Pentagons. This début of a new element in the dance seems brash and reckless but is actually quite calculated and coordinated.

Strategy:

Medium = Returning into the Fire which had been started by your teammate would probably be too dangerous; you have no more Air; and your Trumps in the Void are more useful later, whereas they'd be wasteful here. So you should choose between the Water and the Earth? Nobody has tested the Waters yet, but you have some interesting possibilities on the Earth. The Bitch had mentioned the 2 and 9 of Pentacles; you hold the Ψ Psion of Earth (+3 tête points) with the Π Pion (+1 tête point), plus the 3 and 6 Disks. It would be crazy to push the Ψ Psion without any other information; but the choice between a pip card or the silly Π Pion Dancer on Disks is interesting. It's somewhat bold, although not severely risky: the Π Body Musician of Disk Dancing could be a very provocative opening which places huge demands on the Court Of Pentacles, and he only gambles a single tête point on his name. Here the Π Pion of Earth (Prince of Pentacles) dances onto the tableau.

Dealer = Your friend has conspired to jump on the Pentacles a bit aggressively, and you're not sure whether this could be profitable or perhaps rather pricey. It seems far too risky to rush the Warlock Ω Archon of Pentacles (Doctor of Dirts, Earl of Earthiness, King of Diamonds) into the fray, because his +4 tête points are so crucial. In fact, it's probably too dangerous to even attempt a charge with the horseman of VisionQuests (Υ Upsilon cavalier face card with +2 tête points.) Due to the worrisome uncertainty about the contractor's discards and potential void suits, it appears wise to refrain from the Warlock or the horseman, at least until the dangers are quickly assessed. This is the time to surrender your tight little hole, give up your smallest puckering pentacle, let them have your cheap-ass scrapings from the bottom, just give them the lowliest. Acquiesce with (Stevee Postman's) 5 Pentagrams from your suit of Disks, and just let your partner do the dangerous tasks during this Trick.

Initiate (contractor) = The original deal found the Ace and Ten of Pentacles in your hand, and then the Bitch told everybody about the Deuce and the Nine, which you subsequently chose not to discard. You need to relenquish this tierce to the defenders, but perhaps it would be clever to select the 9 of Disks instead of the Deuce. The trick is lost regardless of the pip card which you throw here; but by utilising the 9 instead of the 2 you can camouflage the continued retention of the lower pips (as well as the Ten) and suggest (dishonestly!) the possibility that you're "running out of sandbags" or perhaps you're even "spending your bluff-card cinglette". This might mislead the opponents, so they won't be as likely to put you on the Ten and the Deuce (and the Ace) later. It's not the most diabolical plan, but it's better than merely "rolling over and letting them have their way"! 9 Die so Ten might live!

Scansion:
Medium = Π Pion of Earth.
Dealer = Earth 5.
Initiate (contractor) = Earth 9.
Defense scores +1 tête point for the face card (Π Pion pentacles) plus +1 Tricky Point for the tierce; these 2 are added to their previous 6 for a new subtotal of 8 points at the end of this trick F.


let the record speak for itself (channel 4, deal 2, mascot of the ass-hots, dance card)
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Image by KevinHutchins314
Okay, Golem, you may go back in your box. The Dybbuk is gone. If anybody wishes to question the Oracle, let the record speak for itself.

Deal Recap:

The standard instructions for playing Titanomaxia with the Cosmic Tribe are given elsewhere but here's a quick list of my scorecard abbreviations.

Player positions (counter-clockwise): I=Initiate, M=Medium, D=Dealer.

Canonical hierarchy of the deck, from high to low in each element:

Cosmic Tribe:
Disks/Earth and Cups/Water = Ω Ψ Υ Π T 9 8 7 6 5 4 3 2 A
Swords/Air and Wands/Fire = Ω Ψ Υ Π A 2 3 4 5 6 7 8 9 T

Anglo-French equivalent:
Diamonds/Pentacles and Hearts/Chalices = K Q N J T 9 8 7 6 5 4 3 2 A
Spades/Pikes and Clubs/Rods = K Q N J A 2 3 4 5 6 7 8 9 T

Trumps (Void, Aether):
TITAN=21, 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2, 1=WIZARD

Excused (Joker, Fool): 0=DEMON

Scoring Tricky Points:

face cards (Cosmic Tribe/ ~ Anglo-English equivalent):
Ω Archon ~ King +4 points
Ψ Psion ~ Queen +3 points
Υ Upsilon ~ kNight +2 points
Π Pion ~ Jack +1 point

terminal Key cards:
TITAN ~ number 21 highest unassailable of trumps +4 points
WIZARD ~ number 1 lowest ace of trumps +4 points
DEMON ~ number 0 excused joker unsuitable +4 points

all pip cards (Ace thru Ten in all four suits) and all non-Key trumps (2 thru 20 in the void) = +0 points

each tierce (every triplet of cards) = +1 point

Scansion of the Dance Card:

Ultimate Saga of Titanomaxia tournaments: 9th initiation with these players.

Tournament interval = Channel 4 = fourth configuration of these players positions.

Deal number 2 of this channel = second hand on which these players find a bid during this tournament. (Note: two soft-shuffles were needed to produce this distribution of cards, and to randomly determine our Mascot of the Asss-Hotsss.)

Initiate= [DEMON] 0, [TITAN] 21 20 19 17 14 12 1 [WIZARD]
Earth: T A
Fire: Υ 3 5 6
Water: 9 8 7 2 A
Air: Ψ Υ 2 8 9

Medium= 16 15 11 10 7 4 2
Earth: Ψ Π 6 3
Fire: Ψ Π 9
Water: [Archon] Ω Π T 6 5 3
Air: Π 3 6 7

Dealer= 9 8 6 5 3
Earth: [Archon] Ω Υ 8 7 5 4
Fire: [Archon] Ω A 2 4 7 8 T
Water: Ψ Υ 4
Air: A 4 T

Bidding: Initiate = "TAKE". Medium = "Pass". Dealer = "Pass".

PROGNOSTICATION: Bitch = Void 18 Moon, Air Ω Archon, Void 13 Death, Earth 9, Earth 2, Air 5.

Contractor secretly discards: Water 7 2 A 8 9, Fire 6. (end of PROGNOSTICATION.)

Contractor's rearranged cards:
Initiate= [DEMON] 0, [TITAN] 21 20 19 18 17 14 13 12 1 [WIZARD]
Earth: T 9 2 A
Fire: Υ 3 5
Water: [void]
Air: [Archon] Ω Ψ Υ 2 5 8 9

INITIATION:
No mention of SLAM (chelem), no mention of HANDFUL (poignée).

Trick A: I= Air Ω Archon. M= Air 6. D= Air Ten.
contract 0 +5 = 5 points.

Trick B: I= Air Ψ Psion. M= Air 7. D= Air 4.
contract 5 +4 = 9 points.

Trick C: I= Air Υ Upsilon. M= Air 3. D= Air Ace.
contract 9 +3 = 12 points.

Trick D: I= Air 5. M= Air Π Pion. D= void, 3 trumps, Producer (end of INITIATION).
defense 0 +2 = 2 points.

Trick E: D= Fire 2. I= Fire 5. M= Fire Ψ Psion.
defense 2 +4 = 6 points.

Trick F: M= Earth Π Pion. D= Earth 5. I= Earth 9.
defense 6 +2 = 8 points.

Trick G: M= Fire Π Pion. D= Fire Ten. I= Fire Υ Upsilon.
contract 12 +4 = 16 points.

Trick H: I= Air 2. M= void, 4 trumps Director. D= void, 5 overtrumps, Seer.
defense 8 +1 = 9 points.

Trick I: D= Fire Ace. I= Fire 3. M= Fire 9.
defense 9 +1 = 10 points.

Trick J: D= Fire 4. I= void, 13 trumps, Death. M= void, 16 overtrumps, Tower.
defense 10 +1 = 11 points.

Trick K: M= Earth Ψ Psion. D= Earth Υ Upsilon. I= Earth 2.
defense 11 +6 = 17 points.

Trick L: M= Earth 6. D= Earth 8. I= Earth Ten.
contract 16 +1 = 17 points.

Trick M: I= Air 9. M= void, 2 trumps, Sorceror. D= void, 6 overtrumps, Lovers.
defense 17 +1 = 18 points.

Trick N: D= Fire 8. I= Excused 0, DEMON (remit Earth 8). M= void, 7 trumps, Chariot.
contract 17 +4 = 21 points.
defense 18 +1 = 19 points.

Trick O: M= Earth 3. D= Earth 7. I= Earth Ace.
defense 19 +1 = 20 points.

Trick P: D= Earth 4. (Optimization begins for DESTINY) I= void, 12 trumps, Hanged Man. M= void, 15 overtrumps, Devil.
defense 20 +1 = 21 points.

Trick Q: M= Water Ten. D= Water Υ Upsilon. (SCOOP becomes unstoppable) I= void, 20 trumps, Portal to Hyperspace.
contract 21 +3 = 24 points.

Trick R: I= Aether 21, TITAN. M= Aether 10, Wheel. D= Aether 8, Balance.
contract 24 +5 = 29 points.

Trick S: I= Aether 19, Sun. M= Aether 11, Strength. D= Aether 9, Hermit.
contract 29 +1 = 30 points.

Trick T: I= Aether 17, Star. M= Water 3. D= Water 4.
contract 30 +1 = 31 points.

Trick U: I= Aether 14, Art. M= Water 5. D= Fire 7.
contract 31 +1 = 32 points.

Trick V: I= Aether 18, Moon. M= Water 6. D= Water Ψ Psion.
contract 32 +4 = 36 points.

Trick W: (final DESTINY proceeds unchangeably) I= Air 8. M= Water Π Pion. D= Earth Ω Archon.
contract 36 +6 = 42 points.

Trick X: I= Aether 1, WIZARD. M= Water Ω Archon. D= Fire Ω Archon (concluding DESTINY).
contract 42 +13 = 55 points.

Tierces Y and Z (DISCARDS): Water 7, Water 2, Water Ace; Water 8, Water 9, Fire 6.
contract 55 +2 = 57 points.

final Tricky Points: contract=57, defense=21; (57+21=78 points among 78 cards in the deck.)
All three Key terminals are favorably disposed to the Contractor, defense has none. Contractor needed 33 target minimum, but earned 57, surplus: 57-33= +24 extra. Price of contract is 25 credits, plus +24 above target, +10 for Magick Trick (Wizard in Trick X). Contractor's bid was "TAKE" so there are no multiplications. No mention of handful nor slam attempt.

[ ( 25 + 24 + 10 ) x 1 ] + 0 + 0 = +59

Both defenders debit -59 from their accounts. They both pay the Contractor for his victory, so his account is credited:
2 x 59 = +118 credits

Titanomaxia is a zero-sum game and players typically settle up at the end of each round. Many gamblers exchange their credits for monetary award, but casual gamers might prefer other compensations such as raspberries or breathtakingly dangerous kisses.

This ultimate~saga of Titanomaxia will reach the end of the current tournament after one more bidding. These are "Trilemma Supra" tournaments. The "trilemma" is achieved when a player accumulates all three of the Key terminal cards on their tricky pile (titan, wizard, demon). After that happens, they agree to play one more bid, known as the "supra". Then this shall complete the "trilemma supra" channel, and the deck will finally be free again for hard-shuffling between tournaments, as only soft-shuffling takes place during the course of any channel. In this Ultimate Saga, they had already completed their first three tournaments, and were playing their 4th Channel here. The trilemma is now achieved during this 2nd deal, so the next time they find a bid it will be the "supra" and conclude this Channel.

(The Appendage/ AppenDix/ Dix player to be fourth among the 3~way will earn a meta-score which is relevant only to the game~golem and to the amusement of the Oracle.)


semi-lubricated throat-pistoning and well-timed breath-control (channel 4, deal 2, vitiation trick D)
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Image by KevinHutchins314
And finally with great gasps they came up for Air! The Vitiation of the Initiation allows them to burst free after so many tricks were throttled by the Contractor. They'd held their breath, saying nothing in the Court of sWords, until finally they had no choice. The Initiate forced them to show their pensive Meditator in the hand of the Medium. The Meditator appeared but remained rather silent as the noises came from the Dealer's iMPRESSive Producer, the first banshee to screech into the Void. She sits on the daisies of the 3 of Trumps, pollin tickles her innards, and the new crops will be seeded from her generosity. The Dealer is the first to suck into the Void of the element of Air, and must play his lowest trump as the co-Defenders score a couple tricky points at last. Gasp!

Something a lot of beginners might not realize is the usefulness of intermittently holding one's breath while cocksucking. With practise one soon realizes it helps encourage deeper, longer swallowing motions. Of course it quickly becomes exciting learning how to maximize our friends' pleasure while avoiding choking. Rhythm is difficult to coordinate at first, but can eventually become an almost essential ingredient. Tempo, you fucking fairies, Tempo!

A polyamorous orgy of cocksucking with multiple simultaneous partners is perhaps an even more interesting and complicated coordination of semi-lubricated throat-pistoning and well-timed breath-control. But that's a conversation for another day. I'm thinking Tuesday, but i'm flexible.

Strategy:

Initiate (Contractor) = all of the remaining pip cards in the Air are now equally useful at forcing the defenders to play their ultimate Air card and make them squander a low trump at the same time. The 5 of sWORDs had been prognosticated by the Bitch, so it is sucked into the earliest possible useful position; here it completes the Initiation as the tempo is finally changed.

Medium = the only remaining card of sWORDs must be played, so the Π Pion princess of the Air is the Meditator face card which is mandatory (Valet de Pique, Princess of Pondering, Page of Swords, Jack of Spades, +1 tête point on the face card). The Vitiation of the Initiation brings an end to the contractor's control of the tempo.

Dealer = having been dealt only sufficient Air for the Initiation, the Dealer is now sucked into the Void. He obviously reaches for his lowest trump card, the Producer 3 in the Aether, the iMPRESSive response to the Contractor's prognosticated sWORDs.

Scansion:
Initiate (Contractor) = Air 5.
Medium = Π Pion of Air.
Dealer = void, 3 trumps iMPRESSive.
Defense scores +1 tête point for the face card (Π Pion princess) plus +1 tricky point for the tierce; these 2 points are their score as the Initiation ends and they take over the tempo during this Trick D.


Here's the scoop (channel 4, deal 2, trick Q)
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Image by KevinHutchins314
Here's the scoop. By "scoop", i mean: "All the rest of the tricks will now be scooped up by the lucky contractor." The co-defenders were DUALLY inveSTED, but now they've come to the end of their LUC_K. Their final Devil received his due, and they're now banished to an Infernal Dungeon of no-further-tricks. They'll splash here for a moment, gasping and questioning whether there could be any hope; but the 20 Angel will emerge, and the pronouncement of final Judgment is soon realized. The verse of Melpomene is over, and the final winding-down of Terpsichore is upon us.
(LMNOP … QRST … melpomene, terpsichore, and onward to Destiny!)

Strategy:

Medium = All your remaining cards are of Water or of Void. Your 10 and 11 in the Void are useless here because you've clearly seen the 18 from the Bitch's prognostication. With a heavy heart, you must lead into the Water. You won't make a kamikaze dive with the Ω Archon, and you won't dally with a very low pip card. Your Ten of Cups and your Π Pion of Cups are adjacent, so you don't need to risk the face card: you lead into the Water with the 10 Ten chalices toppling and cascading.

Dealer = You must follow suit into the Waters. You could play your 4 Cups of Dreamcatchers, but then you'd lose the trick to the Contractor if he has any face cards in this suit. You don't feel happy about playing a face card of your own because the Initiate Contractor is likely to play a trump here; but there might theoretically be a slim chance of a couple cups of Water in the Initiate's distribution. Your conservative moves were unsuccessful when you were in the elements of Fire and Earth, but in this element of Water you feel you've arrived at your last chance to attempt anything bold. You have few options so you decide to follow your teammate with your Υ Upsilon of Water, the Knight of Cups, the Cavalier of Hearts, the dependable mate who is willing to go down with the ship.

Initiate (Contractor) = You have arrived at the moment where you may now play any of your five co-adjacent major trumps: any of your top five cards in the Void will now overtake the tempo and allow you to optimize all remaining tricks so they shall be entirely scooped away from the co-defenders. (You are still holding the 17 18 19 20 21 of trumps: the "impregnable magic pentacle in the heavens", so you know you can capture all of the opponents' remnants in the Aether.) The defenders' Devil is beckoning, so you naturally respond with your 20 Angel. You capture this trick with your 20 in the Void: the Cosmic Tribe dancers emerge with a message of impeccable judgment. The rest of this hand is assuredly yours! You will be victorious, and all fortunes of this channel of the Ultimate Saga are about to be reversed as your score will soon flip from negative to positive. Rejoice! As the contractor who bravely bid on a risky deal, your time has come. Celebrate the fulfillment!

Further moves by all three players will soon obviously become rather mechanical as they are exhausting their possible choices; the pathway to optimization of the score will quickly become mathematically simplistic and unchangeable. (The Dybbuk is nigh. The Game~Golem will explicate the straightforward process as the gears and cogs of the cuckoo-clock/ music-box/ cosmic-dance-mechanism rotate and align into the resolution of the song. The robots can probably tell you how to do the rest of this dance.)

Scansion:
Medium = lead Water 10, fulfillment.
Dealer = follow Υ Upsilon of Water, shipmate.
Initiate (Contractor) = void, 20 trumps, Angel blows the trumpet.
Contractor scores +2 Tricky Points for the Υ Upsilon face card, +1 point for the tierce; these 3 are added to their previous 21 for a new subtotal of 24 points at the end of this Trick Q as they take control of the tempo and proceed from the gates of Judgment onward to Destiny.

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