RogerBW's Blog

Last Call, Tim Powers 19 June 2024

1992 contemporary fantasy. Former poker player Scott Crane is drinking himself to death after having lost his wife, and those aren't even the worst of his troubles.

As in The Anubis Gates and indeed On Stranger Tides, the trick Powers plays is to be very selective about a set of mythologies, to pick the elements that will fit together and work with the story he wnats to tell. Most of the background here is Arthurian myth, combined readily enough with the year king, but other ideas come in from all over the place.

What they come in to serve is poker, combined with tarot legendry. As Steven Wright put it, "I stayed up all night playing poker with tarot cards. I got a full house and four people died." This is a book in which that could well be literally true: every hand of cards symbolises something, and when you win or lose with it, you can give that something to, or take it from, someone else.

He remembered the night he had first seen a deck of this version, the suppressed Lombardy Zeroth version, in a candle-lit attic in Marseilles in 1925; and he remembered how profoundly disturbing the enigmatic pictures had been, and how his head had seemed to be full of voices, and how afterward he had forced himself not to sleep for nearly a week.

This then expands into some splendid ideas, like attaching cards to the wheels and mudguards of a car so that they make a series of combinations that register magically as people, thus confounding attempts to track the vehicle. Shuffling cards muddies probability, and unlikely things can be made to happen around that. Real world history is mixed in too: Bugsy Siegel was the previous King, and that's a lot of why Las Vegas is the way it is. (Elvis doesn't make an appearance, though.)

Alas, most of the actual characters are fairly lacking in sympathy or even complexity. Scott has already given up on everything, and even when given specific lines not to cross doesn't care enough to obey the rules: our hero, folks. When the heroine is assumed to be dead, none of the other "good guys" makes the slightest effort to see whether that might not actually be the case. The villains are a parade of grotesquerie, but at least they have the excuse of being villains.

As a result, this is quite a bitty book; individual scenes and incidents can be great fun, as we plumb the depths of the villains' wickedness or learn something more about how the world works, but then it's off to a different viewpoint character and a different scene which may or may not be a useful puzzle piece for working out what, overall, is actually going on. Moment to moment it's lovely; then one looks back from the end and wonders, why did I eat the whole packet?

The book was retroactively declared the first of a trilogy, but it stands well on its own.

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