C

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Authors: Tom McCarthy
Tags: Fiction, General
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represent the city of Chicago, amassing wealth and influence as they progress.
    “R.R.: I own that. Fare, one hundred dollars!” Sophie gleefully announces as Serge’s near-destitute mutt pitches on her territory. She has a knack of snapping up prime squares, leaving Serge to mop up dregs of real estate: Rickety Row, Shab Street and the like—although he’s always keen to buy the Ting-a-Ling Telephone Company, despite its poor yield, sold on visions of humming wires and buzzing switchboards, of connections.
    “Public transport should be gratis,” Clair announces as he lends Serge the hundred. “And that loan is interest free: I don’t need a pound of dog-flesh thrown into the bargain. I hope this game adequately impresses upon you the iniquities of capital.”
    It doesn’t: they both love it. They play extra rounds during free sessions and at weekends. One warm early-summer morning they decide to play outside, but, finding the board won’t sit flat on the Mulberry Lawn’s grass and being so familiar with the layout of the grid that its actual presence before them has become unnecessary, they assign one of the estate’s landmarks to each of its squares—Crypt Park’s second bench for George Street, beehives for Soakum Lighting System and so on—and conduct their game by moving physically from one spot to another. To determine the number of places to advance on any go, they throw a handful of sycamore leaves up in the air and see how many fall within the circumference of a skipping-rope laid on the grass around the thrower’s body. As the outdoor version takes over from the original, additions creep into the rules, modifications: if two players find themselves in the Maze Garden at the same time, one may challenge the other to a “rolling duel” in which two tennis balls are rolled by hand along the maze path, the goal of each roller being to knock the other’s ball out of the maze, the winner subsequently commandeering from the loser a property of his or her (usually her) choice; or if a player finds him- or herself short of rent when lodged beside the beehives, he or she (usually he) may place his hand against a hive and hold it there, braving stings, for half a minute in lieu of making payment—a full minute if the rent’s above five hundred dollars. At first, games advance slowly as both players have to travel to their opponent’s game-location on each move, to check that the other doesn’t cheat when counting sycamore-leaf numbers. After a while, though, Serge has the idea of expanding the Ting-a-Ling Telephone Company out into real space, and they rig up, with the help of poles that feed them over garden walls and around hedges, a primitive web of strings and soup-can mouth- and earpieces through which they can communicate their positions and report the outcomes of each sycamore-throw, for some reason trusting each other to tell the truth when being overheard live. The network can’t cover the whole estate; they have to come to speaking-listening hubs that, in reality, are close enough to one another that they could simply shout. So as not to blow the fantasy of telecommunication, they conduct their business in hushed voices, almost whispers. After a few days they’re spending whole sessions not trudging from spot to spot but rather sitting at their tele-posts, quietly agreeing their positions and negotiating sub-clauses for each now-imaginary move …
    The attic draws them back again and again. On rainy days they go to play the estate-wide version of The Realtor’s Game at its window, shunting their imaginary doubles from park to garden, avenue to path to lawn. While doing this, they fiddle with their father’s archive. He has stacks of old recordings: lamp-blackened glass phonautograph plates and rolls of paper bearing scratch marks laid down by voices moaning from deaf bodies before either of them was born; zinc master discs that, cut in the final years of the last century and the first few

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