Books by Eddie Duggan SFHEA
The XVII Annual Colloquium for Board Game Studies was hosted at the University Campus Suffolk, Ip... more The XVII Annual Colloquium for Board Game Studies was hosted at the University Campus Suffolk, Ipswich, 20–24 May, 2014.
This volume contains a selection of papers presented at the 2014 colloquium in a revised form suitable for publication as proceedings, along with an appendix showing a full list of participants and a list of the papers presented in Ipswich.
Book Chapters by Eddie Duggan SFHEA
Playable Cities: The City as a Digital Playground, 2017
Abstract
Pervasive games defy Johan Huizinga's classic definition of play as being something out... more Abstract
Pervasive games defy Johan Huizinga's classic definition of play as being something outside ordinary life with their own proper boundaries of time and space according to fixed rules and an orderly manner. Katie Salen and Eric Zimmerman develop Huizinga's concept of the magic circle and discuss its function as a boundary between the real world and the game world. However, pervasive games seem to form a distinct category of games or types of play that breach both the spatial and the temporal confines of the magic circle. Pervasive games are of particular interest for the way in which they make use of the natural or the built environment as a play-space in a distinct and sometimes alarming overlap with the real world. This chapter offers some definitions and examples of some popular pervasive games, briefly tracing the evolution of treasure hunts, assassination games, live-action role-play and alternate reality games, all of which more-or-less confound the notion of the magic circle.
Keywords
Alternate Reality Games, ARGs, Assassination Games, Games, LARPs, Letterboxing, Live Action Role-Play, Magic Circle, Pervasive Games, Playful Public Performance, Reality Games, Role Playing Games, RPGs, Smart Street Sports, Treasure Hunt, Urban Adventure Games.
From Cardboard to Keyboard: Proceedings of the XVII Annual Colloquium of the International Board Game Studies Association. UCS Ipswich 21-24 May 2014, 2016
A late Iron Age cremation grave, dated to the second half of the first century BC, excavated from... more A late Iron Age cremation grave, dated to the second half of the first century BC, excavated from a site in Welwyn Garden City, Hertfordshire, contains an apparently unique set of glass gaming pieces. The gaming pieces are visually striking because of their distinctive appearance: the twenty-four opaque or semi-translucent coloured glass domes (six white pieces, six yellow, six red and six green), each with adorned with decorative spiral motifs, seem to comprise a complete set of game pieces for what may be an unknown four-player game. They were found in a rich burial containing five Dressel 1B wine amphorae and an Italian silver cup, along with other grave goods.
Some account of the pieces is given by Donald Harden in Stead’s archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination.
Harden describes the game pieces as being “of the greatest interest and rarity,” noting “not only is there is no comparable set extant; there is not even a single gaming piece of the same form and decoration which can be cited as a parallel, whether contemporary or not” (Stead, 1967 p. 15). Harden goes on to suggest “the places where we could most reasonably expect to find parallels to these pieces are eastern and southern Gaul, the Alpine region and the upper Rhineland, and the Po valley, and it is likely that in time parallels to them in or more of those areas will turn up” (Stead, 1967 p. 16).
While Harden’s account of the glass pieces emphasises their unique significance for the double-spiral motif, and Werner and Bimson’s analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as “similar to a game played in India on a board with cruciform marking. This game was [...] patented with the name ‘ludo”’ (Stead 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game – or at least incomplete sets of glass gaming pieces that can be organised into four groups by design or colour – have also been found in a number of Italian locations, including sites in the Po Valley.
This paper will seek to present several examples of Iron Age Italian gaming pieces, and to offer some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game. (A version of this paper, without the note on game boards, appears in the Board Game Studies Journal 9 (2015) pp. 17-40.)
Journal Articles by Eddie Duggan SFHEA
Board Game Studies Journal, 2021
The paper begins with a definition of tafl games and a examination of nomenclature, followed by a... more The paper begins with a definition of tafl games and a examination of nomenclature, followed by a review of the distribution of the various games in the tafl family in Ireland, Wales, England and Scandinavia, viz. brandub, tawllbwrdd, alea evangelii (noting, en passant, the probable identity of one of alea evangelii’s two inventors, Israel the Grammarian (ca. 900 – ca. 970) and offering two candidates for the second, Bruno the Great or Rotbert of Trier); and tablut. The paper offers a discussion of the faulty 1811 translation of the rules of tablut from Linnaeus’s manuscript of 1732, subsequently amplified by Murray (1913, 1952) before concluding with an evaluation of the evidence for Linnaeus’s apparent encounter with the game on an inland journey based on close reading of his problematic journal.
Board Game Studies Journal , 2019
The Royal Pastime of Cupid, or Entertaining Game of the Snake is a variant of The Game of the Goo... more The Royal Pastime of Cupid, or Entertaining Game of the Snake is a variant of The Game of the Goose, also known as The Royal Game of the Goose. The Game of the Goose was a popular game across Europe from the early seventeenth century until the nineteenth century. It is widely accepted as the basic model of the simple board game in which players throw dice to race their single piece around the board.
Fourteen distinct examples of The Royal Pastime of Cupid issued by British-based printers or publishers are known to the author. This paper, based on presentations to the annual colloquium of the International Board Game Studies Association at the University of Copenhagen in May 2017 and at the Benaki Museum Annex, Athens, in April 2018, offers a survey of these (all extant bar one, the location of which is now unknown), with suggestions for revised publication dates for several examples.
While the main focus is on British-published editions of the game, its probable French origin is established. The earliest known French edition, Le Jeu Royal de Cupidon, autrement appelléle passe temps d’Amour was published in Paris, ca. 1640, while a Spanish language edition, El Juego Real de Cupido, Otramente Llamado el Passa Tiempo de Amor, with a similar design and iconography, was published in Antwerp, c. 1620. The central design in both these editions shows three couples in an enclosed garden. Another edition, with a different design, which is copied in the earliest British-published editions, has the title Het Nieuw Slange Spel, anders genaemt Koninclycke Tytkorting van Cupido and was published in Amsterdam by Claes Jansz. Vischer, ca. 1625–1640.
Some discussion of the historical background sets out the relation between these earliest examples of The Royal Pastime of Cupid before the paper turns its attention to the British published editions, setting out a typology (Cupid honing his arrow on a wheel; Cupid alone with his bow beneath a floral garland; Cupid performing rough music at a peasant dance).
The paper concludes with a discussion of “rough music” and Visscher’s peasant dance motif, locating Visscher’s design, with Cupid performing rough music, and the later instances of the same design in Dutch and English prints, within a shared cultural heritage of visual and literary arts, and in shared cultural practises. The English designs however, without the cuckold and the hag evident in Dutch edition, lack the internal coherence of Visscher’s print.
Board Game Studies Journal, 2017
In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When ... more In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When the token was discovered to have an erotic image on one side and a Roman numeral on the other, and was identified in a Museum of London press release as a rare Roman “brothel token”, the press reported on the story in the expected manner, for example: “A Roman coin that was probably used by soldiers to pay for sex in brothels has been discovered on the banks of the River Thames” (Daily Telegraph, 4 Jan 2012) and “Bronze discs depicting sex acts, like the one discovered in London, were used to hire prostitutes – and directly led to the birth of pornography during the Renaissance” (The Guardian, 4 Jan 2012).
Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters.
This paper examines some of the proposals that have been offered by way of explanation of these peculiar objects, concluding they are neither "brothel tokens" nor game pieces, but are likely to have been locker tokens.
Bodleian Library Record, 2016
The John Johnson Collection of Printed Ephemera contains three examples of the early printed boar... more The John Johnson Collection of Printed Ephemera contains three examples of the early printed board game, The Royal Pastime of Cupid, or Entertaining Game of the Snake, a variant of The Game of the Goose, sometimes known as The Royal Game of Goose.
The Game of the Goose was popular across Europe from the early seventeenth century until the nineteenth century. It is widely accepted as providing the basic model for the simple type of board game in which players throw dice to race their pieces around the board.
This paper discusses all three examples of The Royal Pastime of Cupid in the Bodleian, which are dated to either the late eighteenth or the early nineteenth century, and presents evidence to provide a publication date for the edition published by William Dicey, which currently lacks a firm publication date in both the John Johnson allegro catalogue and in the Digital Bodleian online collection.
The paper also identifies three distinct “types” in British-published editions of the game. “Type” refers to the design of the scene in the final space at the centre of the board, space 63, the Garden of Love. These are: Cupid honing his arrow in a formal garden; Cupid alone with his bow beneath a garland; and a peasant couple dancing in a hortus conclusus, apparently serenaded by Cupid playing on a fiddle, but who is actually making “rough music”.
The first type can be seen prints issued by Laurie & Whittle (1794) and R. H. Laurie (c.1850). The second type can be seen in prints published by Carington Bowles (c.1756) and Bowles & Carver (c.1763–80) [there is not an example of the Bowles-type in the John Johnson Collection]. The third type, used by William Dicey, and also used in the earliest-known British edition, published by John Garrett (c.1690–1700), appears to be derived from a version published in Amsterdam by Claes Jansz. Visscher in the 1620s.
Board Game Studies Journal, 2015
A late Iron Age cremation grave, dated to the second half of the first century BC, excavated from... more A late Iron Age cremation grave, dated to the second half of the first century BC, excavated from a site in Welwyn Garden City, Hertfordshire, contains an apparently unique set of glass gaming pieces. The gaming pieces are visually striking because of their distinctive appearance: the twenty-four opaque or semi-translucent coloured glass domes (six white pieces, six yellow, six red and six green), each with adorned with decorative spiral motifs, seem to comprise a complete set of game pieces for what may be an unknown four-player game. They were found in a rich burial containing five Dressel 1B wine amphorae and an Italian silver cup, along with other grave goods.
Some account of the pieces is given by Donald Harden in Stead's archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination.
While Harden's account of the glass pieces emphasizes their unique significance for the double-spiral motif, and Werner and Bimson's analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as "similar to a game played in India on a board with cruciform marking. This game was [...] patented with the name 'ludo'" (Stead, 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game---or at least incomplete sets of glass gaming pieces that can be organized into four groups by design or colour---have also been found in a number of Italian locations, including sites in the Po Valley.
This paper presents several examples of Iron Age Italian gaming pieces, and offers some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game.
National Library of Wales Journal, 1991
Research Meeting Report by Eddie Duggan SFHEA
arXiv , 2019
Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction o... more Digital Archaeoludology (DAL) is a new field of study involving the analysis and reconstruction of ancient games from incomplete descriptions and archaeological evidence using modern computational techniques. The aim is to provide digital tools and methods to help game historians and other researchers better understand traditional games, their development throughout recorded human history, and their relationship to the development of human culture and mathematical knowledge. This work is being explored in the ERC-funded Digital Ludeme Project. The aim of this inaugural international research meeting on DAL is to gather together leading experts in relevant disciplines-computer science, artificial intelligence, machine learning, computational phylogenetics, mathematics, history, archaeology, anthropology, etc.-to discuss the key themes and establish the foundations for this new field of research, so that it may continue beyond the lifetime of its initiating project.
Conference Presentations by Eddie Duggan SFHEA
XXV International Board Game Studies Colloquium, 11-14 April, Ephesus (Selçuk, Izmir) Türkiye., 2023
Some 12 years ago, a remarkable Viking ship burial was excavated in a farmyard in Salme, a villag... more Some 12 years ago, a remarkable Viking ship burial was excavated in a farmyard in Salme, a village on the narrow part of a spit of land on the south-west part of a Baltic island off the west coast of Estonia, above the Gulf of Riga.
The ship burial, known as Salme II, is the companion to the smaller Salme I ship burial, excavated two years earlier and located nearby, both on the south bank of the Salme River (Salme jõgi). The two ships, one some 11.5m in length, the other 17.5m, contain human remains (more than 40 skeletons, with evidence of battle injuries) and a number of high-status artefacts, including weapons, (about 40 swords, some gilded with bronze), shields, spears, combs, several dice of antler and ivory, and at least 250 whalebone and walrus ivory gaming pieces, and various animal remains (status symbol animals, dogs and birds of prey, and feasting animals, bird, fish, and mammal). What is described as “a complete set” of gaming pieces was found in the lap of one skeleton. The Salme II bodies were under a layer of shields, in turn covered with textile, possibly the ship’s sail, apparently weighted or secured with stones. The material is dated to ca. 700–750 AD (i.e. the early Vendel period, or the beginning of the Viking age).
The Salme twin-ship burial is remarkable for a number of reasons, such as the new evidence it provides for Viking ship burial funerary ritual, for the large number of bodies contained within the vessels (seven skeletons in Salme I; at least 34 in Salme II), and for the remarkable arrangement of the bodies – the seven bodies in Salme I were arranged post mortem as six oarsmen, some sitting in pairs, or placed as steersmen, while the 34 bodies (along with an extra skull) in the larger Salme II craft, were stacked in four layers. Bodies in the lowest Salme II layer were laid head-to-toe, and at right-angles to those in the three upper-layers.
The excavation has not yet been fully published, but one of the bodies in the lowest Salme II layer had a bag of game pieces in his lap while a richly furnished skeleton (XII, or L) in the second layer, had a gaming piece or hnefi (king piece) – distinguished with a metal pin – placed in his mouth.
After setting out some of the details about what is known of this highly significant Viking mass-inhumation burial, the presentation will conclude with some consideration – naturally speculative – of the significance of a king piece in the mouth of a high-status skeleton that might be considered to have been placed “near the edge of the board” with regard to its position relative to the other skeletons.
Literature related to The Royal Pastime of Cupid alludes to an edition published by Robert Sayer ... more Literature related to The Royal Pastime of Cupid alludes to an edition published by Robert Sayer in the 1770s. The Victoria & Albert Museum holds a copy of the game printed in London by R. H. Laurie, c. 1850. The V&A website offers:
An edition of the Game of the Snake (an adaptation of the Game of the Goose) is known to have been issued by Robert Sayer about 1750. Robert Laurie and James Whittle succeeded Sayer at his premises at 53 Fleet Street in 1794 and were in turn succeeded by R. H. Laurie in 1813; it would appear that the [print] is an impression from the original plate with altered lettering. (V&A Online <http://collections.vam.ac.uk/item/O26286/>).
Similarly, Caroline Goodfellow suggests Laurie’s print “may have been taken from a mid-18th century plate produced for Robert Sayer” (Goodfellow 1991, p. 18). It appears to be assumed that, because Sayer’s stock passed to his assistants, Robert Laurie and James Whittle, Laurie & Whittle’s 1794 edition of the game, and R. H. Laurie’s 1850 edition, were struck from Sayer’s plate. However, a recent discovery by the author shows this assumption is unfounded. This presentation will show Robert Sayer’s “peasant dance” edition of Cupid, thereby demonstrating Laurie & Whittle’s edition uses a unique design not printed from Sayer’s plate.
A second discovery by the author has unearthed another “peasant dance” edition of the Royal Pastime of Cupid published from an address associated with the Overton family. The presentation will also briefly review the various locations of the White Horse and several Overton catalogues to suggest this edition was published by Henry Overton c. 1717.
Digital Ludeme Project
First Workshop on Digital Archaeoludology:
Modelling the Evolution of Tra... more Digital Ludeme Project
First Workshop on Digital Archaeoludology:
Modelling the Evolution of Traditional Games
April 10 - 12 , Schloss Dagstuhl, Saarbrucken, Germany
The Royal Pastime of Cupid, or Entertaining Game of the Snake, is a variant of The Game of Goose.... more The Royal Pastime of Cupid, or Entertaining Game of the Snake, is a variant of The Game of Goose. This paper extends and develops the author’s research into The Royal Pastime of Cupid. A survey of extant and known copies of The Royal Pastime of Cupid published in Britain was presented to the XX Board Game Studies Colloquium in Copenhagen (2017). The author adopts a typological approach to the iconography of square 63 in order to distinguish editions. Three types have been identified in British editions (see Duggan, 2018) while European editions are yet to be classified. The three types identified in British editions are: cupid with bow, cupid honing an arrow and cupid serenading a peasant dance with “rough music”.
The earliest known British copies of The Royal Pastime of Cupid were published by John Garrett (ca. 1690–1700) and William Dicey (1736–1740). Extant copies of the Garret edition are in the George Clarke Print Collection, Worcester College, Oxford (Folder 6: 001 Print ID 2643) and the Bute Broadsides (B73), Houghton Library, Harvard University. The Dicey edition is held in the Bodleian Library’s John Johnson Collection of Printed Ephemera (Games Folder 6).
The Garrett and Dicey editions use the same peasant dance motif in square 63 as the edition published in Amsterdam, ca. 1625 by Claes Janszoon Visscher (Rijksmuseum Amsterdam, RP-P-OB-77.369). Visscher’s peasant dance motif offers a contrast to the motif of three couples in a formal garden as seen in the European editions of De Jode (Antwerp, 1620) and Petit (Paris, 1650).
This paper will compare and contrast the imagery used in the final square of the two earliest English editions, identified above, with the final square motif in Visscher edition. The iconography used in the peasant dance motif is interesting for the amusing and ironic counterpoint Cupid’s “rough music” presents to the theme of the game. However, the peasant dance motif deployed in the English editions appears to lack the internal coherence displayed in Visscher’s earlier design.
After an introduction to typology identified in The Royal Pastime of Cupid and to the concept of “rough music”, this paper will discuss the imagery used in the two English editions (Garrett, London, ca. 1690–1700; Dicey, London 1736–1740) before considering the apparent source of the imagery, Visscher’s print of ca. 1625, which presents the viewer with a more sophisticated and coherent interplay of iconographic elements.
Chasing Geese: The Royal Pastime of Cupid or, Entertaining Game of the Snake
Eddie Duggan, Unive... more Chasing Geese: The Royal Pastime of Cupid or, Entertaining Game of the Snake
Eddie Duggan, University of Suffolk (UK)
This paper will review twelve examples of The Royal pastime of Cupid or the Entertaining Game of the Snake, known to be published in Britain, suggesting revised publication dates in three instances.
The R. H. Laurie print in the V&A collection, dated ca. 1850, is perhaps the most well-known (Goodfellow 1991, p. 18). The central motif shows cupid sharpening his arrow on a wheel in a formal garden. The V&A website notes the transfer of stock between the various owners of the business at 53 Fleet Street, suggesting Laurie’s 1850 print uses Robert Sayer’s 1750 plate with the imprimatur updated. Whitehouse (1951) includes Sayer’s Royal Pastime of Cupid in his “list of games known to have been published”; however, it has not been possible to locate Sayer’s 1750 print.
Three examples published in Glasgow ca. 1810–1830 by James Lumsden & Son are known. One, a chromolithograph, is included in Adrian Seville’s 2016 exhibition catalogue, The Royal Game of the Goose: 400 Years of Printed Board Games.
Several examples dated “1794” are known: the John Johnson Collection of Printed Ephemera in the Bodleian Library has a Laurie & Whittle print (the imprint of which states “published 12th May 1794”) together with another “printed and sold by William Dicey at his printing office in Bow Church-Yard London”. A third, attributed to Laurie & Whittle, bears the imprint “Printed & sould by John Garrett at his shop next ye stayers of ye Royall Exchange in Cornhill” (Whitehouse 1951, facing p. 60).
The Laurie and Whittle print uses the image of cupid sharpening his arrow as the central motif; this design is copied by James Lumsden & Son. Both the Dicey and Garrett examples use a peasant dance motif, apparently derived from Visscher’s 1625 design (an example of which can be seen in the Rijksmuseum, Amsterdam: RP-P-OB-77.369).
A Carington Bowles print, dated ca. 1765, was sold by a dealer in Tennessee. While the date is plausible, the Cupid game does not appear in the John Bowles & Son catalogue of 1753, suggesting the game was added to the Bowles’s stock some time after 1753. It is included, however (along with two other board games) in Carington Bowle’s 1784 catalogue. A coloured example, with the Bowles & Carver imprint, probably dates from 1793–1830.
This paper will show evidence to suggest the Dicey print would probably have been published between 1736–1740, or at least before 1770. The Garrett print, estimated to have been published ca. 1690–1700, is included in the Garrett catalogue of 1697 and a revised estimate might therefore be "ca. 1697". Similarly, the dealer's estimated "ca. 1765" publication date of the Carington Bowles issue would be more certain with the support of catalogue evidence, and should probably be "ca. 1784".
John Garrett is also the printer of two earlier association copies. One, dated by Clayton to 1700, belonged to George Clarke (1661–1736) and is in the George Clarke Print Collection at Worcester College, Oxford. The other, dated 1690, was owned by Narcissus Luttrell (1657–1732) and is part of the Bute Broadside collection in the Houghton Library at Harvard.
In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When ... more In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When the token was discovered to have an erotic image on one side and a Roman numeral on the other, and was identified in a Museum of London press release as a rare Roman " brothel token " , the press reported on the story in the expected manner, for example: " A Roman coin that was probably used by soldiers to pay for sex in brothels has been discovered on the banks of the River Thames " (Daily Telegraph, 4 Jan 2012) and " Bronze discs depicting sex acts, like the one discovered in London, were used to hire prostitutes – and directly led to the birth of pornography during the Renaissance " (Guardian, 4 Jan 2012). Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters. This paper will look at some of the proposals that have been offered by way of explanation of these peculiar objects. Eddie Duggan is Senior Lecturer in the Department of Science and Technology at the University of Suffolk. He has recently contributed " Squaring the (Magic) Circle: A Brief Definition and History of Pervasive Games " to Nijholt ed. Playable Cities, Springer (2017) and, with Professor David Gill, co-edited a volume of conference proceedings: From Cardboard to Keyboard: Proceedings of the XVII Annual Colloquium of the International Board Game Studies Association, Associação Ludus, Lisbon (2016).
In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When ... more In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When the token was discovered to have an erotic image on one side and a Roman numeral on the other, and was identified in a Museum of London press release as a rare Roman “brothel token”, the press reported on the story in the expected manner, for example: “A Roman coin that was probably used by soldiers to pay for sex in brothels has been discovered on the banks of the River Thames” (Daily Telegraph, 4 Jan 2012); “Bronze discs depicting sex acts, like the one discovered in London, were used to hire prostitutes – and directly led to the birth of pornography during the Renaissance” (The Guardian, 4 Jan 2012) and "After an explicit coin used to pay for pleasure is found in the Thames, the X-rated story of the Roman sex slaves of Britain" (Daily Mail, 6 Jan 2012).
Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters.
This paper will look at some of the proposals that have been offered by way of explanation of these peculiar objects.
Pervasive games defy Johan Huizinga’s classic definition of play as being something “outside ‘ord... more Pervasive games defy Johan Huizinga’s classic definition of play as being something “outside ‘ordinary life’” with its “own proper boundaries of time and space according to fixed rules and an orderly manner” (Huizinga, 1955, p.13).
Pervasive games form a distinct category of games or forms of play that have broached the confines of the magic circle and left the board or, perhaps more accurately, make use of the natural or the built environment as the play-space in a distinct overlap with the real world. Katie Salen and Eric Zimmerman suggest that the magic circle is a boundary between the real world and the game world, while other game theorists argue that gaming isn’t separate from the real world at all and, far from being “magic”, has become ordinary.
This paper will look at some example of games that have broken away from the board, and will offer some definitions and examples of some popular pervasive games, tracing the evolution of treasure hunts, assassination games, live action role play and alternative reality games.
Astragali: some observations on the anatomy of different mammalian species and their performance ... more Astragali: some observations on the anatomy of different mammalian species and their performance as 4-sided dice when thrown onto different surfaces in the form of either the original bone or 3-D printed models of them
1 Duggan, E., Mortimore, D., 2Emmens, D., 1Taylor, D. and 1Bell, G. D.
1University Campus, Ipswich, Suffolk and 2Department of Medical Physics Ipswich Hospital Medical Trust, Ipswich IP5 4PD
Abstract
Introduction
The astragulus, or talus, is one of the mammalian ankle bones. It has been used both in the ancient world and classical times as a 4-sided dice or randomisation mechanism for games and divination. The usual animal species from which the bones have been taken are those of the sheep, goat or deer i.e. even-toed ungulate artiodactyls. The Ancients also made anatomically correct astraguli out of carved ivory, precious metals and stones as well as lead, bronze etc. Reviewing the literature the evidence on which claims were made as to the relative chances of each of the astragal’s four surfaces appearing upper most when thrown were poor and the claims made were often on the basis of as little as 100 throws.
Materials, Methods
We dissected out 20 astraguli from mutton hocks and clean and dried them. These were X-ray CT scanned as were 5 fossil deer astraguli and those of several other mammalian species. The CT scan files were then used to make STL files from which life-sized 3-D model astraguli were produced in PLA using an inexpensive 3-D printer costind under £500 (Xiamen Datian Electronics, China admin@ediecs.com ). The sheep bone astraguli and both hollow and solid 3-D printed models were then tested for their performance as dice in series of at least 500 throws onto either a wooden table and/or a thick carpet.
Results and discussion
The 3-D printed model astragals behaved very similarly to the bone originals. We suggest such 3-D replicas can be used with confidence.The results show that the chances suggested by David(1962) of throwing either of the two wide surfaces (4/10) and either of the narrow surfaces (1/10) are broadly correct only when compared with our own results for astraguli thrown onto a carpet (n=2000). The results (n=3000) when the astraguli were thrown onto a smooth wooden table showed small but statistically significant difference from the throws onto the carpet surface. The two narrow sides in particular coming up significantly less frequently (p<0.001) on the wooden surface than the carpet surface.
We are currently designing a computer programme to allow us to compare minor differences in astragal dimensions and the coefficient of friction of the surface onto which they are thrown because much larger numbers of throws will be require to confidently state any differences observed are statistically significant.
Reference
David, F. N. (1962) Games, Gods and Gambling. Glasgow. Bell and Bain.
A late Iron Age cremation grave, dated to the second half of the first century BC, excavated fro... more A late Iron Age cremation grave, dated to the second half of the first century BC, excavated from a site in Welwyn Garden City, Hertfordshire, contains an apparently unique set of glass gaming pieces. The gaming pieces are visually striking because of their distinctive appearance: the twenty-four opaque or semi-translucent coloured glass domes (six white pieces, six yellow, six red and six green), each with adorned with decorative spiral motifs, seem to comprise a complete set of game pieces for what may be an unknown four-player game. They were found in a rich burial containing five Dressel 1B wine amphorae and an Italian silver cup, along with other grave goods.
Some account of the pieces is given by Donald Harden in Stead’s archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination. While Harden’s account of the glass pieces emphasises their unique significance for the double-spiral motif, and Werner and Bimson’s analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as “similar to a game played in India on a board with cruciform marking. This game was […] patented with the name ‘ludo’” (Stead 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game – or at least incomplete sets of glass gaming pieces that can be organised into four groups by design or colour – have also been found in a number of Italian locations, including sites in the Po Valley. This paper presents several examples of Iron Age Italian gaming pieces from the Po Valley, and offers some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game.
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Books by Eddie Duggan SFHEA
This volume contains a selection of papers presented at the 2014 colloquium in a revised form suitable for publication as proceedings, along with an appendix showing a full list of participants and a list of the papers presented in Ipswich.
Book Chapters by Eddie Duggan SFHEA
Pervasive games defy Johan Huizinga's classic definition of play as being something outside ordinary life with their own proper boundaries of time and space according to fixed rules and an orderly manner. Katie Salen and Eric Zimmerman develop Huizinga's concept of the magic circle and discuss its function as a boundary between the real world and the game world. However, pervasive games seem to form a distinct category of games or types of play that breach both the spatial and the temporal confines of the magic circle. Pervasive games are of particular interest for the way in which they make use of the natural or the built environment as a play-space in a distinct and sometimes alarming overlap with the real world. This chapter offers some definitions and examples of some popular pervasive games, briefly tracing the evolution of treasure hunts, assassination games, live-action role-play and alternate reality games, all of which more-or-less confound the notion of the magic circle.
Keywords
Alternate Reality Games, ARGs, Assassination Games, Games, LARPs, Letterboxing, Live Action Role-Play, Magic Circle, Pervasive Games, Playful Public Performance, Reality Games, Role Playing Games, RPGs, Smart Street Sports, Treasure Hunt, Urban Adventure Games.
Some account of the pieces is given by Donald Harden in Stead’s archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination.
Harden describes the game pieces as being “of the greatest interest and rarity,” noting “not only is there is no comparable set extant; there is not even a single gaming piece of the same form and decoration which can be cited as a parallel, whether contemporary or not” (Stead, 1967 p. 15). Harden goes on to suggest “the places where we could most reasonably expect to find parallels to these pieces are eastern and southern Gaul, the Alpine region and the upper Rhineland, and the Po valley, and it is likely that in time parallels to them in or more of those areas will turn up” (Stead, 1967 p. 16).
While Harden’s account of the glass pieces emphasises their unique significance for the double-spiral motif, and Werner and Bimson’s analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as “similar to a game played in India on a board with cruciform marking. This game was [...] patented with the name ‘ludo”’ (Stead 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game – or at least incomplete sets of glass gaming pieces that can be organised into four groups by design or colour – have also been found in a number of Italian locations, including sites in the Po Valley.
This paper will seek to present several examples of Iron Age Italian gaming pieces, and to offer some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game. (A version of this paper, without the note on game boards, appears in the Board Game Studies Journal 9 (2015) pp. 17-40.)
Journal Articles by Eddie Duggan SFHEA
Fourteen distinct examples of The Royal Pastime of Cupid issued by British-based printers or publishers are known to the author. This paper, based on presentations to the annual colloquium of the International Board Game Studies Association at the University of Copenhagen in May 2017 and at the Benaki Museum Annex, Athens, in April 2018, offers a survey of these (all extant bar one, the location of which is now unknown), with suggestions for revised publication dates for several examples.
While the main focus is on British-published editions of the game, its probable French origin is established. The earliest known French edition, Le Jeu Royal de Cupidon, autrement appelléle passe temps d’Amour was published in Paris, ca. 1640, while a Spanish language edition, El Juego Real de Cupido, Otramente Llamado el Passa Tiempo de Amor, with a similar design and iconography, was published in Antwerp, c. 1620. The central design in both these editions shows three couples in an enclosed garden. Another edition, with a different design, which is copied in the earliest British-published editions, has the title Het Nieuw Slange Spel, anders genaemt Koninclycke Tytkorting van Cupido and was published in Amsterdam by Claes Jansz. Vischer, ca. 1625–1640.
Some discussion of the historical background sets out the relation between these earliest examples of The Royal Pastime of Cupid before the paper turns its attention to the British published editions, setting out a typology (Cupid honing his arrow on a wheel; Cupid alone with his bow beneath a floral garland; Cupid performing rough music at a peasant dance).
The paper concludes with a discussion of “rough music” and Visscher’s peasant dance motif, locating Visscher’s design, with Cupid performing rough music, and the later instances of the same design in Dutch and English prints, within a shared cultural heritage of visual and literary arts, and in shared cultural practises. The English designs however, without the cuckold and the hag evident in Dutch edition, lack the internal coherence of Visscher’s print.
Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters.
This paper examines some of the proposals that have been offered by way of explanation of these peculiar objects, concluding they are neither "brothel tokens" nor game pieces, but are likely to have been locker tokens.
The Game of the Goose was popular across Europe from the early seventeenth century until the nineteenth century. It is widely accepted as providing the basic model for the simple type of board game in which players throw dice to race their pieces around the board.
This paper discusses all three examples of The Royal Pastime of Cupid in the Bodleian, which are dated to either the late eighteenth or the early nineteenth century, and presents evidence to provide a publication date for the edition published by William Dicey, which currently lacks a firm publication date in both the John Johnson allegro catalogue and in the Digital Bodleian online collection.
The paper also identifies three distinct “types” in British-published editions of the game. “Type” refers to the design of the scene in the final space at the centre of the board, space 63, the Garden of Love. These are: Cupid honing his arrow in a formal garden; Cupid alone with his bow beneath a garland; and a peasant couple dancing in a hortus conclusus, apparently serenaded by Cupid playing on a fiddle, but who is actually making “rough music”.
The first type can be seen prints issued by Laurie & Whittle (1794) and R. H. Laurie (c.1850). The second type can be seen in prints published by Carington Bowles (c.1756) and Bowles & Carver (c.1763–80) [there is not an example of the Bowles-type in the John Johnson Collection]. The third type, used by William Dicey, and also used in the earliest-known British edition, published by John Garrett (c.1690–1700), appears to be derived from a version published in Amsterdam by Claes Jansz. Visscher in the 1620s.
Some account of the pieces is given by Donald Harden in Stead's archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination.
While Harden's account of the glass pieces emphasizes their unique significance for the double-spiral motif, and Werner and Bimson's analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as "similar to a game played in India on a board with cruciform marking. This game was [...] patented with the name 'ludo'" (Stead, 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game---or at least incomplete sets of glass gaming pieces that can be organized into four groups by design or colour---have also been found in a number of Italian locations, including sites in the Po Valley.
This paper presents several examples of Iron Age Italian gaming pieces, and offers some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game.
Research Meeting Report by Eddie Duggan SFHEA
Conference Presentations by Eddie Duggan SFHEA
The ship burial, known as Salme II, is the companion to the smaller Salme I ship burial, excavated two years earlier and located nearby, both on the south bank of the Salme River (Salme jõgi). The two ships, one some 11.5m in length, the other 17.5m, contain human remains (more than 40 skeletons, with evidence of battle injuries) and a number of high-status artefacts, including weapons, (about 40 swords, some gilded with bronze), shields, spears, combs, several dice of antler and ivory, and at least 250 whalebone and walrus ivory gaming pieces, and various animal remains (status symbol animals, dogs and birds of prey, and feasting animals, bird, fish, and mammal). What is described as “a complete set” of gaming pieces was found in the lap of one skeleton. The Salme II bodies were under a layer of shields, in turn covered with textile, possibly the ship’s sail, apparently weighted or secured with stones. The material is dated to ca. 700–750 AD (i.e. the early Vendel period, or the beginning of the Viking age).
The Salme twin-ship burial is remarkable for a number of reasons, such as the new evidence it provides for Viking ship burial funerary ritual, for the large number of bodies contained within the vessels (seven skeletons in Salme I; at least 34 in Salme II), and for the remarkable arrangement of the bodies – the seven bodies in Salme I were arranged post mortem as six oarsmen, some sitting in pairs, or placed as steersmen, while the 34 bodies (along with an extra skull) in the larger Salme II craft, were stacked in four layers. Bodies in the lowest Salme II layer were laid head-to-toe, and at right-angles to those in the three upper-layers.
The excavation has not yet been fully published, but one of the bodies in the lowest Salme II layer had a bag of game pieces in his lap while a richly furnished skeleton (XII, or L) in the second layer, had a gaming piece or hnefi (king piece) – distinguished with a metal pin – placed in his mouth.
After setting out some of the details about what is known of this highly significant Viking mass-inhumation burial, the presentation will conclude with some consideration – naturally speculative – of the significance of a king piece in the mouth of a high-status skeleton that might be considered to have been placed “near the edge of the board” with regard to its position relative to the other skeletons.
An edition of the Game of the Snake (an adaptation of the Game of the Goose) is known to have been issued by Robert Sayer about 1750. Robert Laurie and James Whittle succeeded Sayer at his premises at 53 Fleet Street in 1794 and were in turn succeeded by R. H. Laurie in 1813; it would appear that the [print] is an impression from the original plate with altered lettering. (V&A Online <http://collections.vam.ac.uk/item/O26286/>).
Similarly, Caroline Goodfellow suggests Laurie’s print “may have been taken from a mid-18th century plate produced for Robert Sayer” (Goodfellow 1991, p. 18). It appears to be assumed that, because Sayer’s stock passed to his assistants, Robert Laurie and James Whittle, Laurie & Whittle’s 1794 edition of the game, and R. H. Laurie’s 1850 edition, were struck from Sayer’s plate. However, a recent discovery by the author shows this assumption is unfounded. This presentation will show Robert Sayer’s “peasant dance” edition of Cupid, thereby demonstrating Laurie & Whittle’s edition uses a unique design not printed from Sayer’s plate.
A second discovery by the author has unearthed another “peasant dance” edition of the Royal Pastime of Cupid published from an address associated with the Overton family. The presentation will also briefly review the various locations of the White Horse and several Overton catalogues to suggest this edition was published by Henry Overton c. 1717.
First Workshop on Digital Archaeoludology:
Modelling the Evolution of Traditional Games
April 10 - 12 , Schloss Dagstuhl, Saarbrucken, Germany
The earliest known British copies of The Royal Pastime of Cupid were published by John Garrett (ca. 1690–1700) and William Dicey (1736–1740). Extant copies of the Garret edition are in the George Clarke Print Collection, Worcester College, Oxford (Folder 6: 001 Print ID 2643) and the Bute Broadsides (B73), Houghton Library, Harvard University. The Dicey edition is held in the Bodleian Library’s John Johnson Collection of Printed Ephemera (Games Folder 6).
The Garrett and Dicey editions use the same peasant dance motif in square 63 as the edition published in Amsterdam, ca. 1625 by Claes Janszoon Visscher (Rijksmuseum Amsterdam, RP-P-OB-77.369). Visscher’s peasant dance motif offers a contrast to the motif of three couples in a formal garden as seen in the European editions of De Jode (Antwerp, 1620) and Petit (Paris, 1650).
This paper will compare and contrast the imagery used in the final square of the two earliest English editions, identified above, with the final square motif in Visscher edition. The iconography used in the peasant dance motif is interesting for the amusing and ironic counterpoint Cupid’s “rough music” presents to the theme of the game. However, the peasant dance motif deployed in the English editions appears to lack the internal coherence displayed in Visscher’s earlier design.
After an introduction to typology identified in The Royal Pastime of Cupid and to the concept of “rough music”, this paper will discuss the imagery used in the two English editions (Garrett, London, ca. 1690–1700; Dicey, London 1736–1740) before considering the apparent source of the imagery, Visscher’s print of ca. 1625, which presents the viewer with a more sophisticated and coherent interplay of iconographic elements.
Eddie Duggan, University of Suffolk (UK)
This paper will review twelve examples of The Royal pastime of Cupid or the Entertaining Game of the Snake, known to be published in Britain, suggesting revised publication dates in three instances.
The R. H. Laurie print in the V&A collection, dated ca. 1850, is perhaps the most well-known (Goodfellow 1991, p. 18). The central motif shows cupid sharpening his arrow on a wheel in a formal garden. The V&A website notes the transfer of stock between the various owners of the business at 53 Fleet Street, suggesting Laurie’s 1850 print uses Robert Sayer’s 1750 plate with the imprimatur updated. Whitehouse (1951) includes Sayer’s Royal Pastime of Cupid in his “list of games known to have been published”; however, it has not been possible to locate Sayer’s 1750 print.
Three examples published in Glasgow ca. 1810–1830 by James Lumsden & Son are known. One, a chromolithograph, is included in Adrian Seville’s 2016 exhibition catalogue, The Royal Game of the Goose: 400 Years of Printed Board Games.
Several examples dated “1794” are known: the John Johnson Collection of Printed Ephemera in the Bodleian Library has a Laurie & Whittle print (the imprint of which states “published 12th May 1794”) together with another “printed and sold by William Dicey at his printing office in Bow Church-Yard London”. A third, attributed to Laurie & Whittle, bears the imprint “Printed & sould by John Garrett at his shop next ye stayers of ye Royall Exchange in Cornhill” (Whitehouse 1951, facing p. 60).
The Laurie and Whittle print uses the image of cupid sharpening his arrow as the central motif; this design is copied by James Lumsden & Son. Both the Dicey and Garrett examples use a peasant dance motif, apparently derived from Visscher’s 1625 design (an example of which can be seen in the Rijksmuseum, Amsterdam: RP-P-OB-77.369).
A Carington Bowles print, dated ca. 1765, was sold by a dealer in Tennessee. While the date is plausible, the Cupid game does not appear in the John Bowles & Son catalogue of 1753, suggesting the game was added to the Bowles’s stock some time after 1753. It is included, however (along with two other board games) in Carington Bowle’s 1784 catalogue. A coloured example, with the Bowles & Carver imprint, probably dates from 1793–1830.
This paper will show evidence to suggest the Dicey print would probably have been published between 1736–1740, or at least before 1770. The Garrett print, estimated to have been published ca. 1690–1700, is included in the Garrett catalogue of 1697 and a revised estimate might therefore be "ca. 1697". Similarly, the dealer's estimated "ca. 1765" publication date of the Carington Bowles issue would be more certain with the support of catalogue evidence, and should probably be "ca. 1784".
John Garrett is also the printer of two earlier association copies. One, dated by Clayton to 1700, belonged to George Clarke (1661–1736) and is in the George Clarke Print Collection at Worcester College, Oxford. The other, dated 1690, was owned by Narcissus Luttrell (1657–1732) and is part of the Bute Broadside collection in the Houghton Library at Harvard.
Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters.
This paper will look at some of the proposals that have been offered by way of explanation of these peculiar objects.
Pervasive games form a distinct category of games or forms of play that have broached the confines of the magic circle and left the board or, perhaps more accurately, make use of the natural or the built environment as the play-space in a distinct overlap with the real world. Katie Salen and Eric Zimmerman suggest that the magic circle is a boundary between the real world and the game world, while other game theorists argue that gaming isn’t separate from the real world at all and, far from being “magic”, has become ordinary.
This paper will look at some example of games that have broken away from the board, and will offer some definitions and examples of some popular pervasive games, tracing the evolution of treasure hunts, assassination games, live action role play and alternative reality games.
1 Duggan, E., Mortimore, D., 2Emmens, D., 1Taylor, D. and 1Bell, G. D.
1University Campus, Ipswich, Suffolk and 2Department of Medical Physics Ipswich Hospital Medical Trust, Ipswich IP5 4PD
Abstract
Introduction
The astragulus, or talus, is one of the mammalian ankle bones. It has been used both in the ancient world and classical times as a 4-sided dice or randomisation mechanism for games and divination. The usual animal species from which the bones have been taken are those of the sheep, goat or deer i.e. even-toed ungulate artiodactyls. The Ancients also made anatomically correct astraguli out of carved ivory, precious metals and stones as well as lead, bronze etc. Reviewing the literature the evidence on which claims were made as to the relative chances of each of the astragal’s four surfaces appearing upper most when thrown were poor and the claims made were often on the basis of as little as 100 throws.
Materials, Methods
We dissected out 20 astraguli from mutton hocks and clean and dried them. These were X-ray CT scanned as were 5 fossil deer astraguli and those of several other mammalian species. The CT scan files were then used to make STL files from which life-sized 3-D model astraguli were produced in PLA using an inexpensive 3-D printer costind under £500 (Xiamen Datian Electronics, China admin@ediecs.com ). The sheep bone astraguli and both hollow and solid 3-D printed models were then tested for their performance as dice in series of at least 500 throws onto either a wooden table and/or a thick carpet.
Results and discussion
The 3-D printed model astragals behaved very similarly to the bone originals. We suggest such 3-D replicas can be used with confidence.The results show that the chances suggested by David(1962) of throwing either of the two wide surfaces (4/10) and either of the narrow surfaces (1/10) are broadly correct only when compared with our own results for astraguli thrown onto a carpet (n=2000). The results (n=3000) when the astraguli were thrown onto a smooth wooden table showed small but statistically significant difference from the throws onto the carpet surface. The two narrow sides in particular coming up significantly less frequently (p<0.001) on the wooden surface than the carpet surface.
We are currently designing a computer programme to allow us to compare minor differences in astragal dimensions and the coefficient of friction of the surface onto which they are thrown because much larger numbers of throws will be require to confidently state any differences observed are statistically significant.
Reference
David, F. N. (1962) Games, Gods and Gambling. Glasgow. Bell and Bain.
Some account of the pieces is given by Donald Harden in Stead’s archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination. While Harden’s account of the glass pieces emphasises their unique significance for the double-spiral motif, and Werner and Bimson’s analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as “similar to a game played in India on a board with cruciform marking. This game was […] patented with the name ‘ludo’” (Stead 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game – or at least incomplete sets of glass gaming pieces that can be organised into four groups by design or colour – have also been found in a number of Italian locations, including sites in the Po Valley. This paper presents several examples of Iron Age Italian gaming pieces from the Po Valley, and offers some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game.
This volume contains a selection of papers presented at the 2014 colloquium in a revised form suitable for publication as proceedings, along with an appendix showing a full list of participants and a list of the papers presented in Ipswich.
Pervasive games defy Johan Huizinga's classic definition of play as being something outside ordinary life with their own proper boundaries of time and space according to fixed rules and an orderly manner. Katie Salen and Eric Zimmerman develop Huizinga's concept of the magic circle and discuss its function as a boundary between the real world and the game world. However, pervasive games seem to form a distinct category of games or types of play that breach both the spatial and the temporal confines of the magic circle. Pervasive games are of particular interest for the way in which they make use of the natural or the built environment as a play-space in a distinct and sometimes alarming overlap with the real world. This chapter offers some definitions and examples of some popular pervasive games, briefly tracing the evolution of treasure hunts, assassination games, live-action role-play and alternate reality games, all of which more-or-less confound the notion of the magic circle.
Keywords
Alternate Reality Games, ARGs, Assassination Games, Games, LARPs, Letterboxing, Live Action Role-Play, Magic Circle, Pervasive Games, Playful Public Performance, Reality Games, Role Playing Games, RPGs, Smart Street Sports, Treasure Hunt, Urban Adventure Games.
Some account of the pieces is given by Donald Harden in Stead’s archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination.
Harden describes the game pieces as being “of the greatest interest and rarity,” noting “not only is there is no comparable set extant; there is not even a single gaming piece of the same form and decoration which can be cited as a parallel, whether contemporary or not” (Stead, 1967 p. 15). Harden goes on to suggest “the places where we could most reasonably expect to find parallels to these pieces are eastern and southern Gaul, the Alpine region and the upper Rhineland, and the Po valley, and it is likely that in time parallels to them in or more of those areas will turn up” (Stead, 1967 p. 16).
While Harden’s account of the glass pieces emphasises their unique significance for the double-spiral motif, and Werner and Bimson’s analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as “similar to a game played in India on a board with cruciform marking. This game was [...] patented with the name ‘ludo”’ (Stead 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game – or at least incomplete sets of glass gaming pieces that can be organised into four groups by design or colour – have also been found in a number of Italian locations, including sites in the Po Valley.
This paper will seek to present several examples of Iron Age Italian gaming pieces, and to offer some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game. (A version of this paper, without the note on game boards, appears in the Board Game Studies Journal 9 (2015) pp. 17-40.)
Fourteen distinct examples of The Royal Pastime of Cupid issued by British-based printers or publishers are known to the author. This paper, based on presentations to the annual colloquium of the International Board Game Studies Association at the University of Copenhagen in May 2017 and at the Benaki Museum Annex, Athens, in April 2018, offers a survey of these (all extant bar one, the location of which is now unknown), with suggestions for revised publication dates for several examples.
While the main focus is on British-published editions of the game, its probable French origin is established. The earliest known French edition, Le Jeu Royal de Cupidon, autrement appelléle passe temps d’Amour was published in Paris, ca. 1640, while a Spanish language edition, El Juego Real de Cupido, Otramente Llamado el Passa Tiempo de Amor, with a similar design and iconography, was published in Antwerp, c. 1620. The central design in both these editions shows three couples in an enclosed garden. Another edition, with a different design, which is copied in the earliest British-published editions, has the title Het Nieuw Slange Spel, anders genaemt Koninclycke Tytkorting van Cupido and was published in Amsterdam by Claes Jansz. Vischer, ca. 1625–1640.
Some discussion of the historical background sets out the relation between these earliest examples of The Royal Pastime of Cupid before the paper turns its attention to the British published editions, setting out a typology (Cupid honing his arrow on a wheel; Cupid alone with his bow beneath a floral garland; Cupid performing rough music at a peasant dance).
The paper concludes with a discussion of “rough music” and Visscher’s peasant dance motif, locating Visscher’s design, with Cupid performing rough music, and the later instances of the same design in Dutch and English prints, within a shared cultural heritage of visual and literary arts, and in shared cultural practises. The English designs however, without the cuckold and the hag evident in Dutch edition, lack the internal coherence of Visscher’s print.
Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters.
This paper examines some of the proposals that have been offered by way of explanation of these peculiar objects, concluding they are neither "brothel tokens" nor game pieces, but are likely to have been locker tokens.
The Game of the Goose was popular across Europe from the early seventeenth century until the nineteenth century. It is widely accepted as providing the basic model for the simple type of board game in which players throw dice to race their pieces around the board.
This paper discusses all three examples of The Royal Pastime of Cupid in the Bodleian, which are dated to either the late eighteenth or the early nineteenth century, and presents evidence to provide a publication date for the edition published by William Dicey, which currently lacks a firm publication date in both the John Johnson allegro catalogue and in the Digital Bodleian online collection.
The paper also identifies three distinct “types” in British-published editions of the game. “Type” refers to the design of the scene in the final space at the centre of the board, space 63, the Garden of Love. These are: Cupid honing his arrow in a formal garden; Cupid alone with his bow beneath a garland; and a peasant couple dancing in a hortus conclusus, apparently serenaded by Cupid playing on a fiddle, but who is actually making “rough music”.
The first type can be seen prints issued by Laurie & Whittle (1794) and R. H. Laurie (c.1850). The second type can be seen in prints published by Carington Bowles (c.1756) and Bowles & Carver (c.1763–80) [there is not an example of the Bowles-type in the John Johnson Collection]. The third type, used by William Dicey, and also used in the earliest-known British edition, published by John Garrett (c.1690–1700), appears to be derived from a version published in Amsterdam by Claes Jansz. Visscher in the 1620s.
Some account of the pieces is given by Donald Harden in Stead's archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination.
While Harden's account of the glass pieces emphasizes their unique significance for the double-spiral motif, and Werner and Bimson's analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as "similar to a game played in India on a board with cruciform marking. This game was [...] patented with the name 'ludo'" (Stead, 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game---or at least incomplete sets of glass gaming pieces that can be organized into four groups by design or colour---have also been found in a number of Italian locations, including sites in the Po Valley.
This paper presents several examples of Iron Age Italian gaming pieces, and offers some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game.
The ship burial, known as Salme II, is the companion to the smaller Salme I ship burial, excavated two years earlier and located nearby, both on the south bank of the Salme River (Salme jõgi). The two ships, one some 11.5m in length, the other 17.5m, contain human remains (more than 40 skeletons, with evidence of battle injuries) and a number of high-status artefacts, including weapons, (about 40 swords, some gilded with bronze), shields, spears, combs, several dice of antler and ivory, and at least 250 whalebone and walrus ivory gaming pieces, and various animal remains (status symbol animals, dogs and birds of prey, and feasting animals, bird, fish, and mammal). What is described as “a complete set” of gaming pieces was found in the lap of one skeleton. The Salme II bodies were under a layer of shields, in turn covered with textile, possibly the ship’s sail, apparently weighted or secured with stones. The material is dated to ca. 700–750 AD (i.e. the early Vendel period, or the beginning of the Viking age).
The Salme twin-ship burial is remarkable for a number of reasons, such as the new evidence it provides for Viking ship burial funerary ritual, for the large number of bodies contained within the vessels (seven skeletons in Salme I; at least 34 in Salme II), and for the remarkable arrangement of the bodies – the seven bodies in Salme I were arranged post mortem as six oarsmen, some sitting in pairs, or placed as steersmen, while the 34 bodies (along with an extra skull) in the larger Salme II craft, were stacked in four layers. Bodies in the lowest Salme II layer were laid head-to-toe, and at right-angles to those in the three upper-layers.
The excavation has not yet been fully published, but one of the bodies in the lowest Salme II layer had a bag of game pieces in his lap while a richly furnished skeleton (XII, or L) in the second layer, had a gaming piece or hnefi (king piece) – distinguished with a metal pin – placed in his mouth.
After setting out some of the details about what is known of this highly significant Viking mass-inhumation burial, the presentation will conclude with some consideration – naturally speculative – of the significance of a king piece in the mouth of a high-status skeleton that might be considered to have been placed “near the edge of the board” with regard to its position relative to the other skeletons.
An edition of the Game of the Snake (an adaptation of the Game of the Goose) is known to have been issued by Robert Sayer about 1750. Robert Laurie and James Whittle succeeded Sayer at his premises at 53 Fleet Street in 1794 and were in turn succeeded by R. H. Laurie in 1813; it would appear that the [print] is an impression from the original plate with altered lettering. (V&A Online <http://collections.vam.ac.uk/item/O26286/>).
Similarly, Caroline Goodfellow suggests Laurie’s print “may have been taken from a mid-18th century plate produced for Robert Sayer” (Goodfellow 1991, p. 18). It appears to be assumed that, because Sayer’s stock passed to his assistants, Robert Laurie and James Whittle, Laurie & Whittle’s 1794 edition of the game, and R. H. Laurie’s 1850 edition, were struck from Sayer’s plate. However, a recent discovery by the author shows this assumption is unfounded. This presentation will show Robert Sayer’s “peasant dance” edition of Cupid, thereby demonstrating Laurie & Whittle’s edition uses a unique design not printed from Sayer’s plate.
A second discovery by the author has unearthed another “peasant dance” edition of the Royal Pastime of Cupid published from an address associated with the Overton family. The presentation will also briefly review the various locations of the White Horse and several Overton catalogues to suggest this edition was published by Henry Overton c. 1717.
First Workshop on Digital Archaeoludology:
Modelling the Evolution of Traditional Games
April 10 - 12 , Schloss Dagstuhl, Saarbrucken, Germany
The earliest known British copies of The Royal Pastime of Cupid were published by John Garrett (ca. 1690–1700) and William Dicey (1736–1740). Extant copies of the Garret edition are in the George Clarke Print Collection, Worcester College, Oxford (Folder 6: 001 Print ID 2643) and the Bute Broadsides (B73), Houghton Library, Harvard University. The Dicey edition is held in the Bodleian Library’s John Johnson Collection of Printed Ephemera (Games Folder 6).
The Garrett and Dicey editions use the same peasant dance motif in square 63 as the edition published in Amsterdam, ca. 1625 by Claes Janszoon Visscher (Rijksmuseum Amsterdam, RP-P-OB-77.369). Visscher’s peasant dance motif offers a contrast to the motif of three couples in a formal garden as seen in the European editions of De Jode (Antwerp, 1620) and Petit (Paris, 1650).
This paper will compare and contrast the imagery used in the final square of the two earliest English editions, identified above, with the final square motif in Visscher edition. The iconography used in the peasant dance motif is interesting for the amusing and ironic counterpoint Cupid’s “rough music” presents to the theme of the game. However, the peasant dance motif deployed in the English editions appears to lack the internal coherence displayed in Visscher’s earlier design.
After an introduction to typology identified in The Royal Pastime of Cupid and to the concept of “rough music”, this paper will discuss the imagery used in the two English editions (Garrett, London, ca. 1690–1700; Dicey, London 1736–1740) before considering the apparent source of the imagery, Visscher’s print of ca. 1625, which presents the viewer with a more sophisticated and coherent interplay of iconographic elements.
Eddie Duggan, University of Suffolk (UK)
This paper will review twelve examples of The Royal pastime of Cupid or the Entertaining Game of the Snake, known to be published in Britain, suggesting revised publication dates in three instances.
The R. H. Laurie print in the V&A collection, dated ca. 1850, is perhaps the most well-known (Goodfellow 1991, p. 18). The central motif shows cupid sharpening his arrow on a wheel in a formal garden. The V&A website notes the transfer of stock between the various owners of the business at 53 Fleet Street, suggesting Laurie’s 1850 print uses Robert Sayer’s 1750 plate with the imprimatur updated. Whitehouse (1951) includes Sayer’s Royal Pastime of Cupid in his “list of games known to have been published”; however, it has not been possible to locate Sayer’s 1750 print.
Three examples published in Glasgow ca. 1810–1830 by James Lumsden & Son are known. One, a chromolithograph, is included in Adrian Seville’s 2016 exhibition catalogue, The Royal Game of the Goose: 400 Years of Printed Board Games.
Several examples dated “1794” are known: the John Johnson Collection of Printed Ephemera in the Bodleian Library has a Laurie & Whittle print (the imprint of which states “published 12th May 1794”) together with another “printed and sold by William Dicey at his printing office in Bow Church-Yard London”. A third, attributed to Laurie & Whittle, bears the imprint “Printed & sould by John Garrett at his shop next ye stayers of ye Royall Exchange in Cornhill” (Whitehouse 1951, facing p. 60).
The Laurie and Whittle print uses the image of cupid sharpening his arrow as the central motif; this design is copied by James Lumsden & Son. Both the Dicey and Garrett examples use a peasant dance motif, apparently derived from Visscher’s 1625 design (an example of which can be seen in the Rijksmuseum, Amsterdam: RP-P-OB-77.369).
A Carington Bowles print, dated ca. 1765, was sold by a dealer in Tennessee. While the date is plausible, the Cupid game does not appear in the John Bowles & Son catalogue of 1753, suggesting the game was added to the Bowles’s stock some time after 1753. It is included, however (along with two other board games) in Carington Bowle’s 1784 catalogue. A coloured example, with the Bowles & Carver imprint, probably dates from 1793–1830.
This paper will show evidence to suggest the Dicey print would probably have been published between 1736–1740, or at least before 1770. The Garrett print, estimated to have been published ca. 1690–1700, is included in the Garrett catalogue of 1697 and a revised estimate might therefore be "ca. 1697". Similarly, the dealer's estimated "ca. 1765" publication date of the Carington Bowles issue would be more certain with the support of catalogue evidence, and should probably be "ca. 1784".
John Garrett is also the printer of two earlier association copies. One, dated by Clayton to 1700, belonged to George Clarke (1661–1736) and is in the George Clarke Print Collection at Worcester College, Oxford. The other, dated 1690, was owned by Narcissus Luttrell (1657–1732) and is part of the Bute Broadside collection in the Houghton Library at Harvard.
Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters.
This paper will look at some of the proposals that have been offered by way of explanation of these peculiar objects.
Pervasive games form a distinct category of games or forms of play that have broached the confines of the magic circle and left the board or, perhaps more accurately, make use of the natural or the built environment as the play-space in a distinct overlap with the real world. Katie Salen and Eric Zimmerman suggest that the magic circle is a boundary between the real world and the game world, while other game theorists argue that gaming isn’t separate from the real world at all and, far from being “magic”, has become ordinary.
This paper will look at some example of games that have broken away from the board, and will offer some definitions and examples of some popular pervasive games, tracing the evolution of treasure hunts, assassination games, live action role play and alternative reality games.
1 Duggan, E., Mortimore, D., 2Emmens, D., 1Taylor, D. and 1Bell, G. D.
1University Campus, Ipswich, Suffolk and 2Department of Medical Physics Ipswich Hospital Medical Trust, Ipswich IP5 4PD
Abstract
Introduction
The astragulus, or talus, is one of the mammalian ankle bones. It has been used both in the ancient world and classical times as a 4-sided dice or randomisation mechanism for games and divination. The usual animal species from which the bones have been taken are those of the sheep, goat or deer i.e. even-toed ungulate artiodactyls. The Ancients also made anatomically correct astraguli out of carved ivory, precious metals and stones as well as lead, bronze etc. Reviewing the literature the evidence on which claims were made as to the relative chances of each of the astragal’s four surfaces appearing upper most when thrown were poor and the claims made were often on the basis of as little as 100 throws.
Materials, Methods
We dissected out 20 astraguli from mutton hocks and clean and dried them. These were X-ray CT scanned as were 5 fossil deer astraguli and those of several other mammalian species. The CT scan files were then used to make STL files from which life-sized 3-D model astraguli were produced in PLA using an inexpensive 3-D printer costind under £500 (Xiamen Datian Electronics, China admin@ediecs.com ). The sheep bone astraguli and both hollow and solid 3-D printed models were then tested for their performance as dice in series of at least 500 throws onto either a wooden table and/or a thick carpet.
Results and discussion
The 3-D printed model astragals behaved very similarly to the bone originals. We suggest such 3-D replicas can be used with confidence.The results show that the chances suggested by David(1962) of throwing either of the two wide surfaces (4/10) and either of the narrow surfaces (1/10) are broadly correct only when compared with our own results for astraguli thrown onto a carpet (n=2000). The results (n=3000) when the astraguli were thrown onto a smooth wooden table showed small but statistically significant difference from the throws onto the carpet surface. The two narrow sides in particular coming up significantly less frequently (p<0.001) on the wooden surface than the carpet surface.
We are currently designing a computer programme to allow us to compare minor differences in astragal dimensions and the coefficient of friction of the surface onto which they are thrown because much larger numbers of throws will be require to confidently state any differences observed are statistically significant.
Reference
David, F. N. (1962) Games, Gods and Gambling. Glasgow. Bell and Bain.
Some account of the pieces is given by Donald Harden in Stead’s archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination. While Harden’s account of the glass pieces emphasises their unique significance for the double-spiral motif, and Werner and Bimson’s analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as “similar to a game played in India on a board with cruciform marking. This game was […] patented with the name ‘ludo’” (Stead 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game – or at least incomplete sets of glass gaming pieces that can be organised into four groups by design or colour – have also been found in a number of Italian locations, including sites in the Po Valley. This paper presents several examples of Iron Age Italian gaming pieces from the Po Valley, and offers some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game.
Some account of the pieces is given by Donald Harden in Stead’s archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination. While Harden’s account of the glass pieces emphasises their unique significance for the double-spiral motif, and Werner and Bimson’s analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as “similar to a game played in India on a board with cruciform marking. This game was […] patented with the name ‘ludo’” (Stead 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game – or at least incomplete sets of glass gaming pieces that can be organised into four groups by design or colour – have also been found in a number of Italian locations, including sites in the Po Valley. This paper presents several examples of Iron Age Italian gaming pieces from the Po Valley, and offers some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game.
This paper offers a discussion of the various asymmetric games within the tafl family: hnefatafl, tablut, brandub, tawllbwrdd and alea evangelii, identifying various problems and misunderstandings that have accrued around these games. Beginning with a review of the terminology used to refer to board games and to games of chance in general (alea; tæfl) as well as the nomenclature applied to specific games (tabula; hnefatafl), the paper discusses the distribution of selected examples of tafl-type game boards in the archaeological record (e.g. the Ballinderry gaming board) and in literature (e.g. alea evangelii in Oxford Corpus Christi MS 122), identifies Israel the Grammarian (c. 900–c. 970) as a likely co-inventor of the alea evangelii and concludes with an appraisal of Linnaeus’s problematic account of tablut during his controversial expedition around the Gulf of Bothnia in 1732 that, when probed, seems to raise questions about the falsification of some of the data recorded in his journal. The 1811 translation of Linnaeus’s journal also generated a significant misunderstanding about the rules of the game, subsequently amplified by H. J. R. Murray in his two monumental studies (1913, 1952). The paper concludes with the observations that alea evangelii may be an aide memoire for students learning the Eusebian canon tables rather than a game per se, and that more remains to be learned about the exact circumstances of Linnaeus’s observation of tablut.
Keywords: abstract games, alea evangelii, ancient games, anglo saxon games, board game studies, board game, board games, brandub, English games, game history, game rules, games, hnefatafl, irish games, Linnaeus, rules, sami games, strategy games, tablut, Tafl, tawllbwrdd, Viking game, welsh games
This paper provides some account of the game and its relation to the Game of the Goose; it discusses the three Bodleian examples and presents evidence to show the date of the Dicey publication is likely to have been at least half a century earlier than the 1794 date stated in the catalogue (i.e. between 1736–1740); that is, between the dates William Dicey acquires the Bow Churchyard press and Cluer Dicey becomes a partner and the Dicey imprint changes to “W. & C. Dicey” or “Dicey & Co”.
The R. H. Laurie print, dated ca. 1850, is well known. The V&A website notes the transfer of stock between the various owners of the business at 53 Fleet Street, suggesting Laurie’s 1850 print uses Robert Sayer’s 1750 plate with the imprimatur updated. Whitehouse (1951) includes Sayer’s Royal Pastime of Cupid in his “list of games known to have been published”; however, it has not been possible to locate Sayer’s 1750 print although a rare Carington Bowles print, dated ca. 1765, has been found in the catalogue of a dealer in Tennessee.
Several 1794 examples are known: the Bodleian has a Laurie & Whittle print, and another “printed and sold by William Dicey at his printing office in Bow Church-Yard London”. A third, attributed to Laurie & Whittle, bears the imprint “Printed & sould by John Garrett at his shop next ye stayers of ye Royall Exchange in Cornhill”. This paper will suggest the publication dates of the Dicey and Garrett prints are earlier than the dates stated.
John Garrett is also the printer of the less-well known association copies. One, dated to 1700, belonged to George Clarke (1661–1736) and is in the George Clarke Print Collection at Worcester College, Oxford. The other, dated 1690, was owned by Narcissus Luttrell (1657–1732) and is part of the Bute Broadside collection in the Houghton Library at Harvard.
Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters.
This paper will look at some of the proposals that have been offered by way of explanation of these peculiar objects.
Pervasive games form a distinct category of games or forms of play that have broached the confines of the magic circle and left the board or, perhaps more accurately, make use of the natural or the built environment as the play-space in a distinct overlap with the real world. Katie Salen and Eric Zimmerman suggest that the magic circle is a boundary between the real world and the game world, while other game theorists argue that gaming isn’t separate from the real world at all and, far from being “magic”, has become ordinary.
This paper will look at some example of games that have broken away from the board, and will offer some definitions and examples of some popular pervasive games, tracing the evolution of treasure hunts, assassination games, live action role play and alternative reality games.
Some account of the pieces is given by Donald Harden in Stead’s archaeological report (Stead, 1967), along with a scientific analysis by Tony Werner and Mavis Bimson, based on spectrographic and X-ray examination. While Harden’s account of the glass pieces emphasises their unique significance for the double-spiral motif, and Werner and Bimson’s analysis suggests the yellow pieces show the earliest example of the use of lead and tin as an opacifying agent, the pieces are also thought to represent a unique example of a game for four players, described by Stead as “similar to a game played in India on a board with cruciform marking. This game was […] patented with the name ‘ludo’” (Stead 1967, p. 19).
Footnotes in Stead suggest that other examples of what could also be glass gaming pieces for a four player game – or at least incomplete sets of glass gaming pieces that can be organised into four groups by design or colour – have also been found in a number of Italian locations, including sites in the Po Valley. This paper presents several examples of Iron Age Italian gaming pieces from the Po Valley, and offers some comparison to the Welwyn Garden City pieces in order to draw attention to what may be examples of a hitherto overlooked four-player game.
Some of the covers from the author's personal collection have been used to illustrate an article on women cartographers. See Bliss, L. (2016) “How 20th Century Women Put the “Art” in Cartography”. Part three. Citylab. Available online: <http://www.citylab.com/ design/2016/03/the-hidden-women-mapmakers-of-the-20th-century/474714/>.