GAME ON: MEDIEVAL PLAYERS AND THEIR TEXTS
by
SERINA LAUREEN PATTERSON
B.A. (Honours), Wilfrid Laurier University, 2007
M.A., University of Victoria, 2009
A DISSERTATION SUBMITTED IN PARTIAL FULFILLMENT OF
THE REQUIREMENTS FOR THE DEGREE OF
DOCTOR OF PHILOSOPHY
in
THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES
(English)
THE UNIVERSITY OF BRITISH COLUMBIA
(Vancouver)
April 2017
© Serina Laureen Patterson, 2017
ABSTRACT
This dissertation addresses the social significance of parlour games as forms of cultural
expression in medieval and early modern England and France by exploring how the convergence
of textual materialities, players, and narratives manifested in interactive texts, board games, and
playing cards. Medieval games, I argue, do not always fit neatly into traditional or modern
theoretical game models, and modern blanket definitions of ‘game’—often stemming from the
study of digital games—provide an anachronistic understanding of how medieval people
imagined their games and game-worlds.
Chapter 1 explores what the idea of ‘game’ meant for medieval authors, readers, and
players in what I call ‘game-texts’—literary texts that blurred the modern boundaries between
what we would consider ‘game’ and ‘literature’ and whose mechanics are often thought to be
outside the definition of ‘game.’ Chapter 2 examines how recreational mathematics puzzles and
chess problems penned in manuscript collections operate as sites of pleasure, edification, and
meditative playspaces in different social contexts from the gentry households to clerical cloisters.
The mechanics, layout, narrative, and compilation of chess problems rendered them useful for
learning the art and skill of the game in England. Chapter 3 traces the circulation, manuscript
contexts, and afterlives of two game-text genres in England—the demandes d’amour and the
fortune-telling string games—in order to understand how they functioned as places of
engagement and entertainment for poets, scribes, and players. Chapter 4 illustrates how narrative
and geography became driving forces for the development and rise of the modern thematic game
in Early Modern Europe. This chapter charts how changing ideas of spatiality enabled tabletop
games to shift from abstract structures enjoyed by players in the Middle Ages, in which game
narratives take place off a board, to ludic objects that incorporated real-life elements in their
design of fictional worlds—thereby fashioning spaces that could visually accommodate narrative
on the board itself.
This dissertation places games into a more nuanced historical and cultural context,
showing not only the varied methods by which medieval players enjoyed games but also how
these ideas developed and changed over time.
ii
PREFACE
This dissertation is an original intellectual product of the author, Serina Patterson.
Sections of Chapter 1 have been published in “Introduction: Setting Up the Board,” in Games
and Gaming in Medieval Literature, edited by Serina Patterson (New York: Palgrave MacMillan,
2015): 1-20 and “Demandes d’Amour,” in The Encyclopedia of Medieval British Literature,
edited by Robert Rouse and Siân Echard (Oxford: Wiley-Blackwell, forthcoming 2017).
Sections of Chapter 3 have been published in “Sexy, Naughty, and Lucky in Love: Playing
Ragemon le Bon in English Gentry Households,” in Games and Gaming in Medieval Literature,
ed. Serina Patterson (New York: Palgrave, 2015), 79-102.
Sections of Chapter 4 have been published in “Imaginary Cartographies and Commercial
Commodities: Geography and Playing Cards in Early Modern England,” in Playthings in Early
Modernity: Party Games, World Games, Mind Games, edited by Allison Levy (Kalamazoo:
Medieval Institute Publications, 2017).
iii
TABLE OF CONTENTS
Abstract……………………………………………………………………………………..……ii
Preface…………………………………………………………………………………...………iii
Table of Contents……………………………………………………………………….......…...iv
List of Tables………………………………………………………………………………..…...vi
List of Figures…………………………………………………………………….…………….vii
Acknowledgments……………………………………………………………………...………..ix
Dedication……………………………………………………………………………………...…x
CHAPTER 1 What is a Medieval Game?……………………………………………...………1
1.1 Defining Game…………………………………………………………...11
1.2 The Medieval Game-Text………………………………………..………23
1.3 Conclusion…………………………………………………………….…53
CHAPTER 2 Mind Games: Learning, Skill, and the Pleasures of the Problem………...…55
2.1 Algebra is for Lovers………………………………………………….…63
2.2 Sites of Learning………………………………………………………....73
2.2.1 Warm Ups and Cool Downs: Early Problems in England…….…85
2.2.2 Teaching Chess in Medieval England…………………………..103
2.3 Conclusion……………………………………………………………...134
CHAPTER 3 Readers and their Games in Medieval England………………………….…137
3.1 Readers as Players………………………………………………………143
3.2 Questioning Love…………………………………………………….…149
3.2.1 Appropriating les demandes d’amour in England……………...151
3.2.2 The demandes d’amour and the English Gentry…………….….160
iv
3.3 Tracing Ragemon……………………………………………………….175
3.3.1 Ragemon le Bon and the Fabliau Tradition……………………..184
3.3.2 Other Ragmans……………………………………………….…192
3.4 Conclusion……………………………………………………………...200
CHAPTER 4 Geography, Narrative, and the Rise of the Thematic Game……………..…203
4.1 Medieval Game Spaces…………………………………………………208
4.2 Discovering the World…………………………………………….……222
4.3 Selling the World……………………………………………………….238
4.4 Playing the World……………………………………………………....244
4.5 Conclusion…………………………………………………………...…277
CHAPTER 5 Coda: The Social Value of Medieval Games………………………………...280
5.1 Games and their Discontents………………………………………...…283
5.2 Valuing Games in the Middle Ages…………………………………….289
5.3 Playing the Middle Ages…………………………………………..……297
BIBLIOGRAPHY……………………………………………………………………………..302
APPENDIX………………………………………………………………………………….…333
v
LIST OF TABLES
Table 1.1: Definitions of ‘Game’ by Game Studies Scholars and Designers………………...14-15
Table 1.2: Comparison of Fortune 6.6.6 in Le Jeu d’Amour………………………………….…34
Table 2.1: Co-Occurrence Matrix of Chess Problem Collections in England, c. 1273-1470…....84
Table 2.2: Problem Correspondence between MS Sloane 3281 and Bonus Socius…………….102
Table 3.1: Translation of Le Voeux du Paon into Middle English in the Findern Anthology.…167
Table 4.1: Iconic spaces in The Game of the Goose (excluding goose spaces)………...…..248-49
vi
LIST OF FIGURES
Figure 1.1: Late Twelfth-Century Knight Chess piece from Derbyshire, Basssetlaw Museum..…6
Figure 1.2: London, British Library, MS Royal 13 A XVIII, fol. 157v………………………....52
Figure 2.1: Problem 73, Libros de los juegos……………………………………………………60
Figure 2.2: MS O.2.45, fol. 1r, Labyrinth………………………………………………………..87
Figure 2.3: MS O.2.45, fol. 1r, “Spheara Pythagorae”…………………………………………..89
Figure 2.4: MS O.2.45, fol.1v, Game boards…………………………………………………….90
Figure 2.5: MS O.2.45, fol 2r, chess problems…………………………………………………..96
Figure 2.6: MS O.2.45, fol. 2r, Problem 1……………………………………………………….97
Figure 2.7: MS O.2.45, fol. 2r, Problem 2………………………………………………….……98
Figure 2.8: MS Cleopatra B IX, fol. 4r, Problem 1…………………………………………….107
Figure 2.9: MS Cleopatra B IX, fol. 6r, Problem 7…………………………………………….109
Figure 2.10: MS Cleopatra B IX, fol. 7r, Problem 11………………………………………….110
Figure 2.11: MS Cleopatra B IX, fol. 7v, Problem 14………………………………………….111
Figure 2.12: Problem from Il Problema, 1932…………………………………………………113
Figure 2.13: MS Cleopatra B IX, fol. 8r, Problem 15………………………………………….115
Figure 2.14: MS Royal 13 A XVIII, fol. 161v, Problem 3……………………………………..119
Figure 2.15: MS Royal 13 A XVIII, fol. 161v, Problem 4…………………………………..…120
Figure 2.16: MS Royal 13 A XVIII, fol. 161v, Problem 5……………………………………..122
Figure 2.17: MS Royal 13 A XVIII, fol. 164r, Problem 17………………………………….…124
Figure 2.18: MS Royal 13 A XVIII, fol. 166r, Problem 24……………………………………126
Figure 2.19: MS Royal 13 A XVIII, Problem 29………………………………………………127
Figure 2.20: MS Royal 13 A XVIII, Problem 30………………………………………………128
Figure 2.21: MS Ashmole 344, fol. 20v, Problem 36 Image……….…………………………..131
Figure 2.22: MS Ashmole 344, fol 20v, Problem 36………………………………………...…133
Figure 3.1: Miniature of Le Roi Qui Ne Ment, Oxford, Bodleian Library, MS 264, fol. 121r…150
Figure 3.2: The Castle of Love, London, British Library, MS Royal F II, fol. 188r…………...155
vii
Figure 4.1: William Bowes, Introductory Card 4: London, from a deck of geographical
playing cards of England and Wales engraved by Augustine Ryther (London, 1590).
London, British
Museum………………………………………………………………………………....229
Figure 4.2: William Bowes, Middlesex, from a deck of geographical playing
cards of England and Wales engraved by Augustine Ryther (London, 1590).
London, British Museum……………………………………………………………….231
Figure 4.3: Giuoco Dell Oca, Anonymous, Italy (ca. 1550-90)………………………………..247
Figure 4.4: Pierre Duval, Le Jeu du Monde, Paris, 1645…………………………………….…258
Figure 4.5: Pierre Duval, Jeu des Francois et des Espangols pour la paix, Paris, 1660……….265
Figure 4.6: Tour through England and Wales (London: John Wallis, 1796),
my personal collection……………………...……………………………………..……271
Figure 4.7: Funnyshire Fox Chase (London: William Spooner, 1842),
my personal collection………………………………………………………...…….….273
Figure 4.8: The Magic Ring (London: Champante and Whitrow), 1796…………………...…..274
Figure 4.9 Uncle Sam’s Mail (New York: McLoughlin Brothers, 1893),
my personal collection………………………………………………………………….279
viii
ACKNOWLEDGEMENTS
As with all arduous projects, the road is long but rarely travelled alone. I would like to express
my deep gratitude to my advisor Dr. Robert Rouse for his enduring support and unfailing
enthusiasm throughout this project. Many thanks also to my committee members, Dr. Siân
Echard and Dr. Stephen Partridge, for their helpful and judicious commentary of my work and
thought-provoking suggestions for revision.
I am also indebted to Dr. Betsy McCormick for her guidance, can-do attitude, and late night talks
about medieval games at Kalamazoo. Thanks also to Dr. Cynthia Rogers for her friendship (as
by happy circumstance we continually ended up on the several panels together) and brilliant
insight about the Findern Manuscript. My sincere appreciation also extends to Dr. Judy Weiss for
her aid in transcribing the cramped thirteenth-century hand who penned an alternate version of
Ragemon le Bon in Cambridge, MS Trinity College B 14 39.
Thanks also to the librarians at the British Library, British Museum, London College of Arms,
Balliol College, Bodleian Library, Cambridge University Library, Trinity College at Cambridge,
Berkeley Library at Trinity College Dublin, Bibliothèque Publique de Dijon, and the
Bibliothèque Nationale de France for their help in accessing various manuscripts and incunabula.
A special thanks to Lynsey Darby at the London College of Arms for her help in hunting down
Roll 20/26.
I owe much gratitude to the Social Sciences and Humanities Research Council of Canada, the
University of British Columbia, the UBC Department of English, Mairi Grant Campbell,
William Royce Butler, and Jean Campbell Butler for the funding provided throughout the course
of my studies. My deep thanks also to Louise Soga for her commitment to helping me navigate
the logistics of the project.
My deepest gratefulness and appreciation goes to my family for their love and support. Thank
you to my mother and mother-in-law for their encouragement and optimism throughout my
academic studies. The final thank you is for Jesse, whose love, reassurance, and hours spent
discussing medieval games with me gave me courage when I needed it most and motivation to
make it to the end.
ix
For Jesse
x
Chapter 1
—
What is a Medieval Game?
Is there such a thing as a medieval game? If something is a game, then what makes it so?
These questions encompass the chief inquiry and argument of this dissertation: games in the
Middle Ages manifested as a popular form of entertainment, and this manifestation demonstrated
a medieval notion of ‘game’ that was distinct from our modern understanding. The overt purpose
of focusing on premodern games in this dissertation is not to dismiss the historical development
that many games underwent since their invention in ancient Greece, Rome, and other early
civilizations or diminish the significance of modern digital and tabletop games, but rather to re-
examine in more detail the cultural development of games as complex and nuanced ludic space,
thereby questioning and expanding our assumptions about what we consider a ‘game.’
Games in the Middle Ages present a compelling space to redraw the theoretical
boundaries mapped by game studies scholars precisely because such boundaries were being
reshaped and reformed by players and medieval game designers. Jean de Meun’s little-known
fortune-telling manual, the Dodechedron de fortune, well illustrates this blurred boundary, for its
design and mechanics raise questions about what we might deem to be a ‘game’ in the modern
sense. First copied in 1356, the Dodechedron instructs its readers to choose a predefined
question, cast a twelve-sided polyhedral die, and match their dice rolls to an answer that
corresponds to one of the twelve houses of astrology. At first glance, this text may not seem like
a game; indeed, by the mid-fourteenth century, people used similar methods of textual
1
prognostication which formed part of a larger longstanding tradition in divinatory practice. 1 For
the Dodechedron, however, de Meun’s purpose was not solely to create a system of divination,
but to design a pleasurable, ludic experience for his readers. Questions covered typical matters of
life, from asking whether the reader will be prosperous in labour to questioning the loyalties of a
spouse, and the text cautions readers to take responses in a nonserious, lighthearted manner.
Nevertheless, part of the fun is in whether the paired question and answer make sense or emerge
as nonsensical. As the 1613 English translation addresses its readers: “Cast forth, my friend, the
Dodechedront dye; / If he hit truth ‘twill move thee to delight; / And if it chance that he doe tell a
lye, / That is the sport, for thee to laugh out right: For but to sport, and not for truth, ‘twas pend /
To give content, and no man to offend.”2 Scholars have not yet discerned the popularity of the
Dodechedron in the fourteenth century, but the fortune-telling text underwent several printings in
1556, and was subsequently reprinted in 1560 and 1576. In these later printings, the title changes
to Le plaisant jeu du dodechedron de fortune [The Pleasant Game of the Dodecahedron of
Fortune] or includes the word “jeux” [game] in the subtitle. The deliberate labelling of the text as
a ‘game’ signals its purpose as a pleasurable pastime for premodern readers, but is this text in
fact a game?
Sections of this chapter have been published in “Introduction: Setting Up the Board,” in Games and
Gaming in Medieval Literature, ed. Serina Patterson (New York: Palgrave MacMillan, 2015), 1-20 and
“Demandes d’Amour,” in The Encyclopedia of Medieval British Literature, eds. Robert Rouse and Siân
Echard (Oxford: Wiley-Blackwell, forthcoming 2017).
1
Willy Louis Braekman, “Fortune-Telling by the Casting of Dice: A Middle English Poem and Its
Background,” Studia Neophilologica 52 (1980): 3-29.
2
Jean de Meun, The dodechedron of fortune, trans. Sir W. B. Knight (London, 1613), B1r. Early English
Books Online. Henry E. Huntington Library and Art Gallery. 2 Dec 2016
<http://gateway.proquest.com.ezproxy.library.ubc.ca/openurl?ctx_ver=Z39.88-
2003&res_id=xri:eebo&rft_id=xri:eebo:image:12992:7>.
2
Scholars within the emerging field of cultural game studies have largely neglected
premodern games and argued that the creation and rise of video games designate a break from
what Jesper Juul calls the “classic game model.” As Juul states, the “model is classic in the sense
that it is the way games have traditionally been constructed. It is also a model that applies to at
least a 5,000-year history of games. Although it is unusual to claim that any aspect of human
culture has remained unchanged for millennia, there are strong arguments for this.”3 Perhaps as a
consequence of this exclusive focus on modern digital games, game studies scholars have
relegated medieval and premodern games to stasis in their form, function, and cultural meaning.4
In an effort to challenge this viewpoint, the essays collected in my contributed volume Games
and Gaming in Medieval Literature illustrate that games in the Middle Ages not only appeared in
diverse social settings—the Church, the court, the school, and the household—but were also used
as potent metaphors to negotiate the boundaries between ludic spaces and ‘real life.’ Far from
meaningless childish activities, games enabled authors and poets to discuss cultural issues to a
variety of readers in genres ranging from motets and ecclesiastical documents to alliterative
poetry and romance.5
This dissertation continues this investigation of the significance of medieval games by
exploring medieval modes of gaming found in the convergence of textual materialities, players,
3
Jesper Juul, Half-Real: Video Games between Real Rules and Fictional Worlds (Cambridge, MA: The
MIT Press, 2005), 23.
4
Top journals in game studies, such as Game Studies, Games and Culture, Loading…, and Simulation in
Gaming all focus solely on digital games, together with academic organizations like the Digital Games
Research Association (diGRA). To date, there are no journals that encompass all game topics (digital and
non-digital). In 2014, I co-founded the Game Cultures Society, which is a consortium of North American
and European scholars pursuing the study and appreciation of games, play, and ludic activities as
significant aspects of cultures from antiquity to the digital age.
5
Serina Patterson, ed. Games and Gaming in Medieval Literature (New York: Palgrave MacMillan,
2015).
3
and narratives that manifested in medieval culture through manuscripts, board games, and
playing cards. By focusing on the spaces in which medieval games are found and the types of
experiences they strive to elicit in their players and audiences, this dissertation unsettles the
disciplinary limits that have traditionally been placed on the study premodern games and lays the
groundwork for new ways in which to discuss this popular form of entertainment. In the
following chapters, I aim to: create a framework for identifying and discussing medieval games;
discuss the varied methods by which medieval players enjoyed parlour games and how these
games—and indeed the idea of ‘game’—developed and changed over time; and demonstrate how
the study of medieval and early modern games can broaden the discourse of game studies by
placing premodern games into a more nuanced historical and cultural context.
Each chapter focuses on a different form of engagement with premodern games,
beginning in Chapter 1 with a discussion of interactive literary games, a genre that has been
neglected by both medievalists and game studies scholars because its manifestation as text omits
the explicit markers of what we typically consider a ‘game’ (e.g., pieces, boards, competition,
winners, and other elements). Chapter 2 explores the association between games and skill
acquisition in medieval England by showing how game problems—recreational mathematics and
chess problems—operate as sites of learning and meditative playspaces. The mechanics, layout,
narrative, and compilation of chess problems rendered them particularly useful for learning the
art and skill of the game. Chapter 3 traces the circulations, manuscript contexts, and afterlives of
two game-text genres in England—the demandes d’amour and the fortune-telling string games—
in order to understand how they functioned as sites of engagement and entertainment for poets,
scribes, and players. While earlier chapters focus on medieval games and their cultural contexts,
Chapter 4 provides the first-ever segue between medieval and modern games by charting how
4
narrative became a driving force for the development and rise of the thematic game in Early
Modern Europe. Chapter 4 shows how changing ideas of spatiality enabled tabletop games to
shift from abstract structures enjoyed by players in the Middle Ages, in which game narratives
take place off a board, to ludic objects that incorporated real-life elements in their design of
fictional worlds—thereby fashioning spaces that could visually accommodate narrative on the
board itself.
***
Games in the Middle Ages were valuable commodities and important spaces for play among all
levels of society. In a little-known Middle-Irish poem, presumably written between the late
fifteenth and early sixteenth centuries, a poet demonstrate the significance of recreational objects
as ‘companions’ that help pass the time. The author, thought to be an amateur writer composing
the work “to please himself,” writes the he has in his possession a book full of Gaelic stories, a
book of arithmetic, a harp, a lyre, and a “ficheall” board—that is, a chequered board similar to
that of chess which he also used for gambling.6 Unlike other forms of entertainment in the
Middle Ages, games were valued as a pastime at all levels of society, though the materials and
social contexts change depending on the specific players. The production of game pieces in the
Middle Ages reflects this wide range of play among social classes: the famous Lewis and
Charlemagne ivory chessmen are notable for their careful craftsmanship suitable for royalty and
nobility, and Edward I’s wardrobe account for the years 1299-1300 lists a chess set made from
6
Osborn Bergin, ed., “Unpublished Irish Poems: XXIV: Consolations,” An Irish Quarterly Review 12.48
(1923): 597-99.
5
jasper and rock crystal and another from ivory.7 The importance of such recreational objects is
also shown in the wills of the nobility, especially in the fifteenth-century. In her will from 1459,
for instance, Joan Stevens of Bury bequeathed a chess set and backgammon board.8 Yet despite
the evident popularity of chess among the noble élite, lower social orders could also purchase
cheaper sets made of copper alloy (Figure 1.1).
Figure 1.1: Late Twelfth-Century Knight Chess piece from Derbyshire,
Basssetlaw Museum9
7
Harold J. R. Murray, A History of Chess (Northampton: Benjamin Press, 1913), 449.
8
Ibid.
9
“Chess Piece,” Portable Antiquities Scheme, last modified June 25 2012, accessed July 20 2012,
http://finds.org.uk/database/artefacts/record/id/76635.
6
Though Colleen Schafroth observes that lower social orders were more likely to play dice or
merels,10 a porter could enjoy chess as much as a king, or a noblewoman could delight in a game
of fox and chickens as much as a choir boy.
Fidchell and chess fall squarely within the bounds of what game studies scholars would
label a ‘classic’ game, following Juul’s definition quoted above (though, as I will show in
Chapters 2 and 4, chess varied widely in its development throughout the Middle Ages). These
are the types of games that historians, archaeologists, and scholars have studied and typically
reference in their discussions of premodern games. This chapter challenges this notion of the
‘classic’ model by showing how games in the Middle Ages were viewed as fluid and porous
objects that could serve the multiple purposes of the diverse array of players who enjoyed them.
In the following pages, I examine how medieval literary games—that is, texts similar to the
Dodechedron that were designed as social, interactive experiences for medieval audiences (what
I herein call ‘game-texts’)—promote a different understanding of games through their use as
game spaces by game designers, scribes, readers, and players. While game-texts are not a
ubiquitous genre, they do appear in manuscripts and incunabula across Europe from the
thirteenth to sixteenth centuries, especially in England, France, Germany, and Italy. If we focus
our attention on game-texts such as questions of love, interactive dialogue, and fortune-telling
poems—recreational texts that originated from both the medieval academy and the fin’ amors
(refined love) tradition—then the context for examining such texts lies only in part within the
text itself and must include the wider network of medieval cultural influences and textual
10
Colleen Schafroth, The Art of Chess (New York: Harry N. Abrams, 2002), 36.
7
contexts in order for us to gain a more complete picture of the game’s cultural and scholarly
value.11
To date, medievalists have paid little attention to medieval game-texts, perhaps believing
that they do not have much literary value. In his edition of one such game-text titled Le Jeu
d’Amour (discussed below), Erik Kraemer notes that “[c]ompositions de circonstance, sans
pretention, les textes qui ont conserve le jeux de société du moyen âge n’ont pas beaucoup de
valeur littéraire” [Compositions of circumstance, without pretention, the texts that have retained
these medieval parlour games do not have much literary value].12 For the most part, previous
studies of game-texts have simply indexed or transcribed them with little or no analysis, or have
defined them as interchangeable or formulaic and focused primarily on a game’s temporary
suspension of reality.13 Recent critical studies note the cultural value of interactive game-texts,
but do not place them into a wider cultural history of games.14 In transcribing the first edition of
11
See, for instance, Emma Cayley’s discussion if demandes d’amour in Debate and Dialogue: Alain
Chartier in his Cultural Context (Oxford: Clarendon Press, 2006), 15-16.
12
Erik Kraemer, Le Jeu d’Amour: Jeu d’Aventure du Moyen age edite avec introduction, notes, et
glossaire, Commentationes Humanarum Litterarum 54 (Helsinki: Societas Scientiarum Fennica, 1975), 7.
13
Previous attention to interactive medieval games have focused on their transcription, with few critical
analysis of the games themselves. See Margaret Felberg-Levitt’s thorough edition of les demandes
tradition for an overview of the genre and a complete listing of every demandes known: Margaret Felbert-
Levitt, Les Demandes d’Amour (Montreal: Inedita & Rara, 1995); for other editions, see: James
Woodrow Hassell, jr., ed. Amourous Games: A Critical Edition of ‘les Adevineaux amoureux (Austin:
University of Texas Press, 1974); Two Late Medieval Love Treatises: Heloise’s ‘Art d’Amour’ and a
Collection of ‘Demandes d’Amour,’ ed. Leslie C. Brook. Medium Aevum Monographs (Oxford: Society
for the Study of Medieval Language and Literature, 1993); Leslie C. Brook’s “The ‘Demandes d’Amour’
of Wolfenbuttel Herzog August (Bibl. Guelf 84.7 Aug. 2).” Studia Medievali 34.1 (1993): 381-410.
14
Critical studies of interactive game-texts have tended to focus on one particular text or genre or employ
the game-text as an example for a different purpose. See, for instance: Richard Firth Green, “Le Roi Qui
Ne Ment and Aristocratic Courtship,” in Courtly Literature: Culture and Context, edited by Keith Busby
and Erik Kooper (Amsterdam: John Benjamins, 1990), 211-25; Ernest Hoepffner, “Les Voeux du paon et
les Demandes amoureuses,” Archivum Romanicum 4 (1920): 99-104; Ernest Langlois, “Le jeu du roi qui
8
the fifteenth-century Chaucerian dice-poem The Chaunce of the Dyse, Eleanor Hammond
remarks that the poem is conventional because the poet “was still held by formulae” and thus
“ha[d] no chance . . . to express himself.”15 This chapter aims to go beyond these initial
observations and value judgements by exploring the social significance of medieval and early
modern parlour games and interactivity created through their material playspaces.
Game-texts have also been omitted from notable historical indexes of games such as
Harold Murray’s A History of Board-Games other than Chess, David Parlett’s The Oxford
History of Board Games, Robert Bell’s Board and Table Games from Many Civilizations. These
types of interactive literary games have also been deemed to be borderline cases or non-games
by some game studies scholars and such literary experiences, often called ‘interactive fiction’,
continue to straddle the border between game and literature.16 Medieval game-texts, I argue, do
not always fit neatly into traditional or modern theoretical game models, and adopting a modern
blanket definition of ‘game’—often stemming from the study of digital games—yields an
ne ment et le jeu du roi et de la reine,” Romanische Forschungen 23 (1902): 163-73; Betsy McCormick,
“Remembering the Game: Debating the Legend’s Women,” in The Legend of Good Women: Context and
Reception, edited by Carolyn P. Collette (Cambridge: D.S. Brewer, 2006), 105-31; Nicola McDonald,
“Games Medieval Women Play,” in The Legend of Good Women: Context and Reception, edited by
Carolyn P. Collette (Cambridge: D.S. Brewer, 2006), 176-97; Nicola McDonald, “Fragments of (Have
Your) Desire: Brome Women at Play,” in Medieval Domesticity: Home, Housing, and Household, edited
by P.J.P Goldberg and Maryanne Kowaleski (Cambridge: Cambridge University Press, 2009), 232-58;
Allan J. Mitchell, Ethics and Eventfulness in Middle English Literature (New York: Palgrave MacMillan,
2009), especially chapter 3; and John Stevens, Music and Poetry in the Early Tudor Court (London:
Methuen, 1961). My edited collection is the first comprehensive examination of the relationship between
games, literature, and culture and aimed to discuss the game-texts in their own right. See: Patterson,
Games and Gaming, especially chapters 3,4, 5, and 9.
15
Eleanor P. Hammond, “The Chaunce of the Dice,” Englische Studien 59 (1925): 4.
16
Harold J. R. Murray, A History of Board Games other than Chess (Oxford: Clarendon Press, 1952),
David Parlett, The Oxford History of Board Games (Oxford: Oxford University Press, 1999), and Robert
Bell, Board and Table Games from Many Civilizations (Oxford; Oxford University Press, 1960). See
Juul, Half-Real, 44 for a diagram of activities defined as games, borderline cases, and non-games.
9
anachronistic understanding of how medieval people imagined their games and game-worlds.
This chapter will not attempt to construct a fully resolved definition of ‘medieval game’; rather,
it reorients the theoretical boundaries imposed around our understanding of ‘game’ by
investigating conceptual commonalities such as narrative, interactivity, player effort, rules, and
lusory attitude to open avenues of investigation into medieval games and gaming.
Since game-texts unsettle the boundaries between ‘game’ and ‘literature’, their
intersections between ‘game’ and ‘text’ present one way to explore—and test—previous
assumptions about entertainment and recreation in premodern literature and culture. Critics and
editors dismissed the early Middle English bird-debate The Thrush and the Nightingale (c. 1272-
82), for instance, as a completely conventional poem with “no personal touches,”17 but fail to
note that the text's purpose was not focused toward a literary rhetorical competition, as in the
earlier The Owl and the Nightingale (c. 1250) found in manuscripts for a clergy interested in
secular literature, but an oral one: the majuscules marking the dialogue for each speaker
throughout the work denote that The Thrush and the Nightingale was designed for a household
audience who wished to perform a debate in a hall, chamber, or garden by interacting with the
text. Medieval manuscripts were often produced for a patron or circulated through a community
of readers (though this was not always the case); it was not until the late fifteenth century
through developments in printing, commercial book production, and the guild of Stationers
(established c. 1403) that the demand for books spread beyond pockets of literary communities.18
17
Bruce Dickens and R.M. Wilson, eds. Early Middle English Texts (Cambridge: Bowes and Bowes,
1951), 71.
18
I am thus using the term ‘textual community’ in a broader receptionist sense, more akin to the model
deployed by Brian Stock than Martin Irvine, in that medieval texts and manuscripts not only generated
cohesion through their circulation within existing social networks, but also enabled their reading
audiences to actively participated in this transmission. Brian Stock, Listening for the Text: On the Uses of
10
As interactive literary objects, game-texts are akin to other performative texts in the Middle Ages
which create contingent moments among readers in each iteration of their gameplay and
performance. The texts, manuscripts, and reading communities in which these entertainments
were found attest to the cultural tastes and trends of a broad social spectrum. It is these spaces of
play between the ludic and the literary that this chapter takes as its focus, exposing contrived
dichotomies and assumptions that have long plagued game scholarship to explore what the idea
of ‘game’ held for authors and players of medieval literature and culture.
1.1 Defining Game
Any critical discussion of games and play in culture must invariably begin with Dutch
medievalist and cultural historian Johan Huiziga’s groundbreaking work Homo Ludens: The
Play-Element in Culture, which was the first investigation of play in culture and remains the
initial touchstone in play and cultural game studies.19 Huizinga coined the term ‘magic circle’ in
the Past (Baltimore: Johns Hopkins University Press, 1990). In his recent book on English literary
communities, Ralph Hanna III considers London as a distinct community of readers in the fourteenth and
fifteenth centuries. Although London grew into a metropolis known for commercial book production in
the early modern period, its status as a literary centre was equivalent to York, Bristol, Winchester,
Worcester, and other sites of continual book production since it was neither a centre for administration
until the 1340s nor city with a large university. London’s reputation as a ‘provincial’ locale, coupled with
the lack of universities near the city, explain in part the scarcity in book production in London before
1380. London Literature, 1300-1380 (Cambridge: Cambridge University Press, 2005), 1-43. C. Paul
Christianson also provides an early history of the book trade in London and Misery of Stationers in his
valuable resource A Directory of London Stationers and Book Artisans, 1300-1500 (New York: The
Bibliographical Society of America, 1990). For an overview of textual communities in the later Middle
Ages, see also: Ralph Hanna III, Pursuing History: Middle English Manuscripts and their Texts
(Stanford: Stanford University Press, 1996), 8-17 and Paul Zumthor, Toward a Medieval Poetics, trans.
Philip Bennett (Minneapolis: University of Minnesota Press, 1972), 13-24.
19
Johan Huizinga, Homo Ludens: The Play Element in Culture (Boston: The Beacon Press, 1955).
11
his effort to explain how games create their own sense of reality with different rules that do not
have meaning or significance in everyday affairs: “Inside the circle of the game the laws and
customs of ordinary life no longer count. We are different and do things differently.”20 The
magic circle, at its most literal, is the physical place and time of a game (e.g., on a board or in a
field). It is a way in which to ascribe meaning to cultural objects and circumstances. The
“hallowed” spots for medieval games occur within both physical spaces (e.g., hall and garden)
and material spaces (e.g., game board, manuscript, and text). As a binary concept, however,
Huizinga’s magic circle has met with criticism in recent years as being too formalist, rigid, and
idealistic in its conceptions of ‘game’ and ‘reality.’ Edward Castronova, in his book Synthetic
Worlds , argues that games “cannot be sealed completely; people are crossing it all the time in
both directions, carrying their behavioural assumptions and attitudes with them.”21 Indeed, the
game/life dichotomy remains a topic of ongoing debate within the field of cultural game studies,
especially in light of recent trends in the game industry, such as the use of augmented reality
technology, persuasive games, and gamification—that is, the application of game elements
(points, scores, turns, contests, badges) to nongame activities as a form of external motivation.22
More recently, videogame scholars have suggested moving beyond discussions of the magic
20
Ibid., 12.
21
Edward Castronova, Synthetic Worlds: The Business and Culture of Online Games (Chicago: The
University of Chicago Press, 2005), 147.
22
In her recent article, game studies scholar Mia Consalvo critiques Huizinga’s ‘magic circle’ as a
limiting, passé structuralist concept. She argues that games should instead be regarded as frames, showing
the fluidity of experience in and outside of the play-space. “There is No Magic Circle,” Games and
Culture 4.4 (2009): 408-17. See also: Jacques Ehrmann, “Homo Ludens Revisited,” Yale French Studies
41 (1968): 31–57; Eugen Fink, “The Oasis of Happiness: Toward an Ontology of Play,” Yale French
Studies 41 (1968): 19–30; T. L. Taylor, Play Between Worlds: Exploring Online Game Culture
(Cambridge, MA.: The MIT Press); Thomas Malaby, “Beyond Play: A New Approach to Games,” Games
and Culture 2.2 (2007): 95–113. I discuss medieval and early modern game spaces in Chapter 4.
12
circle concept altogether in the study of games.23 Nevertheless, Huizinga’s magic circle remains
an enduring concept, and one currently underexplored in the context of medieval studies.
Approached from different disciplines—mathematics, economics, anthropology,
psychology, sociology, computer science, languages and literatures, and others—and constituting
a wide range of activities, games are easy to identify but difficult to concretely define. Indeed,
each discipline seems to have its own definition of the term. In order to demonstrate how
medieval game-texts differ from our modern understanding of games, it is first necessary to
outline the definitions conceived by game studies scholars. The following chart includes ten
influential modern definitions of game from game theorists and designers (Table 1.1, emphasis
mine):
23
See, for instance, Eric Zimmerman, “Jerked Around by the Magic Circle—Clearing the Air Ten Years
Later,” Gamasutra, February 7, 2012, accessed January 12, 2013,
http://www.gamasutra.com/view/feature/6696/jerked_around_by_the_magic_circle; and Darryl
Woodford, “Abandoning the Magic Circle,” dpwoodford.net , 2008, accessed September 2, 2013,
http://www.dpwoodford.net/Papers/MCSeminar.pdf.
13
Table 1.1: Definitions of ‘Game’ by Game Studies Scholars and Designers
CRITIC DEFINITION
HUIZINGA (1938) “[Play is] a free activity standing quite consciously outside “ordinary life” as being
“not serious,” but at the same time absorbing the player intensely and utterly. It is an
activity connected with no material interest, and no profit can be gained by it. It
proceeds within its own proper boundaries of time and space according to the fixed
rules and in an orderly manner. It promotes the formation of social groupings.”24
CAILLOIS (1958) “Play is “an activity which is essentially: Free (voluntary), separate [in time and
space], uncertain, unproductive, governed by rules, make-believe.”25
ELIOTT AVEDON “[As game is] an exercise of voluntary control systems in which there is an
opposition between forces, confined by a procedure and rules in order to produce a
AND BRIAN
disequilibrial outcome.”26
SUTTON-SMITH
(1971)
BERNARD SUITS “To play a game is to engage in activity directed towards bringing about a specific
state of affairs, using only means permitted by rules, where the rules prohibit more
(1978) efficient in favor of less efficient means, and where such rules are accepted just
because they make possible such activity.” 27
CHRIS “I perceive four common factors: representation [“a closed formal system that
CRAWFORD (1982) subjectively represents a subject of reality”], interaction, conflict, and safety [“the
results of a game are always less harsh than the situation the game models”].”28
SID MEIER (2000) “A game is a series of interesting choices.”29
24
Huizinga, Homo Ludens, 13.
25
Roger Caillois, Man, Play, and Game, trans. Meyer Barash (New York: The Free Press of Glencoe,
1961), 10-11.
26
E. M. Avedon and Brian Sutton-Smith, Study of Games (New York: Wiley, 1971), 7.
27
Bernard Suits, The Grasshopper: Games, Life, and Utopia (Toronto: University of Toronto, 1978;
Peterborough: Broadview Press, 2005), 34.
28
Chris Crawford, The Art of Computer Game Design (Berkeley: McGraw-Hill/Osborne Media, 1982), 7-
14.
29
Andrew Rollings and Dave Morris, Game Architecture and Design (Scottsdale, Arizona: Coriolis,
2000), 38.
14
SALEN AND “A game is a system in which players engage in an artificial conflict, defined by rules,
that results in a quantifiable outcome.”30
ZIMMERMAN
(2004)
THOMAS MALABY “A game is a semi-bounded and socially legitimate domain of contrived contingency
that generates interpretable outcomes.”31
(2007)
ESPEN AARSETH “[Games are] facilitators that structure player behavior, and whose main purpose is
enjoyment.”32
(2011)
Table 1.1 Definitions of ‘Game’ by Game Studies Scholars and Designers
While each definition presents its own set of criteria—and illustrates the polysemous nature of
‘game’—certain characteristics of games remain consistent: rules, autonomy and freedom,
known outcomes, and goals within a feedback system.
The rule-based, formal system determines player behavior by limiting methods for achieving
a goal or solving a problem. Limiting actions enables players to creatively explore possibilities in
support of achieving their desired outcome.
Games also include definite known outcomes. While Salen, Zimmerman, and Juul believe
that outcomes must be quantifiable, Malaby instead defines a game’s outcomes as
“interpretable,” which can include qualitative results that are known to the players. For most
definitions, theorists note that players either know the outcome or know the type of outcome they
could achieve by winning the game.
30
Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge, MA: MIT
Press, 2004), 80.
31
Malaby, “Beyond Play,” 106.
32
Espen Aarseth, “I Fought the Law: Transgressive Play and the Implied Player,” Situated Play,
Proceedings of DiGRA 2007 Conference (2007): 130.
15
Games also require autonomy and freedom of play, within the accepted goals, rules, and
system. Player autonomy ensures a safe space for surmounting challenges and handling conflict.
In fact, conflict becomes one of the main criteria for Avedon, Sutton-Smith, Salen, Zimmerman,
and Malaby. For Juul, “player effort” also implies competition.33 The autonomy experienced by
the player thus requires an opposition in order to be considered a game.
Finally, games include a goal, which is the specific outcome that players will strive to
achieve (whether personal or shared). The goal not only generates a sense of purpose, but also
reinforces participation and motivation through a feedback system.34
Other criteria, such as Thomas Malaby’s “socially legitimate domain” and Espen Aarseth’s
“enjoyment,” emphasize qualities that are common elements of games, but they do not
necessarily need to apply to classify an activity as a game. Sid Meier offers such a broad
definition that other activities, such as cooking, would have to be included as well. More
implicitly, definitions of games by game designers, scholars, and critics often situate notions of
player autonomy and cultural production squarely within the domain of modern history. In his
theoretical discussion of play and game, Miguel Sicart interprets games as successors to the
Bakhtinian carnivalesque space of subversion: “[g]ames are an example of carnivalesque
behavior that leads to festive liberation in search [of] freedom, expression, and truth.”35
Medievalists are, of course, well aware of this outmoded view of medieval spaces of laughter,
play, and festivity.36 Yet scholars continue to claim ideas of ‘game,’ ‘leisure,’ and
33
Juul, Half-Real, 40.
34
An edge case to this criterion would be the modern ‘sandbox’ simulation game like Minecraft where the
goals of the game (e.g., survive) do not take precedence over the content-creation of the player.
35
Miguel Sicart, Play Matters (Cambridge, MA: The MIT Press, 2014), 11.
36
Mikhail Bakhtin’s notion of the carnivalesque has often been ascribed to the Middle Ages as a point of
comparison to the modern world, whether in terms of play or a past utopian space that was ‘lost’ in the
16
‘entertainment’ as concepts that are distinctly post-medieval. Following the fallacy of ascribing
the modern concept of a work/recreation dichotomy to the medieval period,37 social historian
Peter Burke reasons that the concept of ‘leisure’ simply did not exist in the Middle Ages and was
invented in the early sixteenth century.38 Burke argues that leisure developed as an
institutionalized time-space as working hours became well-defined, so people engaged in “non-
utilitarian” leisure activities in times they were not working.39 To rob the Middle Ages of playful
spaces means discounting the ways in which players, designers, readers, and scribes understood
games. It is not that people in the Middle Ages did not play games, but rather that the games they
enjoyed upheld and reflected familiar cultural systems and were a significant aspect in the social
fabric of those who played them. The idea of labour may have been defined differently (or not as
sharply) for the nobility, but pastimes were often considered to be methods for occupying free
time and involved active participation.40 As abstract systems that were often used to allegorize
social organization, rules of conduct, and inanimate agencies such as chance, medieval game-
texts in particular share a novel relationship with literature that perturbs the seemingly core
features of modern games outlined above (rules, known outcomes, autonomy, goals, feedback
early modern period, but remains a romantic notion that critics do not support with historical examples.
See, for instance, Chris Humphrey, The Politics of Carnival: Festive Misrule in Medieval England
(Manchester: Manchester University Press, 2001), especially chapter 1 for an overview of critical
approaches to the notion of misrule in medieval England.
37
For historians and sociologists that conceptualize the temporal ‘rupture’ between pre-industrial and
industrial societies regarding the notion of leisure, see: Joffre Dumazedier, Toward a Society of Leisure,
trans. Stewart E. McClure (New York: Free Press, 1967); Michael Marrus, The Emergence of Leisure
(New York: Harper & Row, 1974); and Jean Verdon, Les loisirs en France au Moyen Age (Paris: J.
Tallandier, 1980), 9.
38
Peter Burke, “The Invention of Leisure in Early Modern Europe,” Past & Present 146 (1995): 139.
39
Ibid., 149.
40
See my discussion of medieval leisure in “Introduction: Setting Up the Board,” in Games and Gaming
in Medieval Literature (New York: Palgrave MacMillan, 2015), 8-9.
17
loops). But before I turn to a discussion of medieval game-texts, it is first necessary to explore
the etymological roots of ‘game’ and ‘play’ as they relate to the Middle Ages.
When is a game in the Middle Ages considered a game (as opposed to play, pilgrimage,
love, and so on)? Can such boundaries exist? And, perhaps more importantly for the purposes of
this chapter, how do we formulate a boundary between a game and a non-game in a literary
context? The concepts of game and play changed considerably throughout the Middles Ages.
The Middle English Dictionary defines both ‘game’ and ‘play’ as pleasurable activities that often
include amusement, joy, merriment, jest, jokes, contests, fun, sport, and amorous play.41 In other
analyses of games from the Middle Ages, the idea of ‘game’ becomes synonymous not only with
the more generalized concept of ‘play,’ but also with other pastimes such as gardening, dancing,
and parading pets.42 Huizinga observes that despite their seeming interchangeability, the words
‘game’ and ‘play’ possess a unique derivation in English compared to other European
vernaculars; while most Romance languages contain a single word to express these concepts
(derived from the Latin word jocus), English contains two words (derived from ludus and plega).
In Middle French, for instance, the phrase “playing a game” translates as “jouer un jeu.”43 In
classical Latin, jocus originally signified joking or jesting, and the word’s meaning was
eventually broadened to include all manner of ‘play.’44 In early English texts, Laura Kendrick
41
MED, pleien, s.v.; MED, game, s.v.; and MED, gamen, s.v.
42
Teresa McLean, The English at Play in the Middle Ages (Berks: Kensale Press, 1985), 89.
43
Other derivatons of jocus in Romance languages include: gioco (Italian), juego (Spanish), joc
(Rumanian), and jogo (Portuguese). See: Huizinga, Homo Ludens, 36. Laura Kendrick notes that Old
English shows some evidence of the semantic structure, “playing a play,” but the language (for reasons
unknown) did not adopt this structure long-term. “Games Medievalists Play: How to Make Earnest and
Still Enjoy It,” New Literary History 40.1 (2009), 49–50.
44
Huizinga, Homo Ludens, 36.
18
notes that scribes used the Old English plega to translate ludus, and gamen to translate jocus.45
Originating from the Old Saxon plegan, meaning to expose oneself to danger, the Anglo-Saxon
word plega and the verb plegan were associated with movement, exercise, and actions such as
clapping, dancing, fighting, grasping, and other forms of physical activity.46 In the Canons of
Edgar, Wulstan writes: “We lærað þæt preost ne beo hunta ne hafecere ne tæflere, ac plegge on
his bocum swa his hade gebirað” [We advise that a priest should not be a hunter, hawker, or
gambler, but play with his books so as to sustain his nature]—suggesting that not only were
books considered to be playthings, but reading was also considered a worthwhile activity for
priests.47 Gamen, on the other hand, evolved to incorporate not just feelings of pleasure but also
pastimes that produced positive emotions, including activities such as hawking, jousting,
debating, sporting, playing board games, and other forms of recreation. Games, in essence,
become the object of play (a deviation from the term found in modern notions of game).48 By the
late thirteenth century, gamen in England began to lose its earlier connotations and became more
closely associated with strategy, rules, and thing-ness in a narrower sense. Nearing the end of the
early Middle English bird-debate The Owl and the Nightingale (thirteenth century) for instance,
the Nightingale states to the Owl, “Me þunc[þ] þat þu forleost þat game” [I think that you lost
that game]—thereby attempting to declare herself the victor over her opponent.49 Even when
considered from a philological perspective, ideas of game and play are determined culturally. V.
45
Kendrick, “Games Medievalists Play,” 43-61.
46
Huizinga, Homo Ludens, 38.
47
Wulfstan, Canons of Edgar, ed. Roger Fowler (Oxford: Oxford University Press, 1972), lxv.14.
48
Philosopher Miguel Sicart writes that games “are part of the ecology of playthings and play contexts.”
Play Matters, 4.
49
The Owl and the Nightingale, ed. and trans. J. W. H. Atkins (Cambridge: Cambridge University Press,
1922), line 1649.
19
A. Kolve notes that “ludus, with it English equivalents play and game, became the ubiquitous
generic term for vernacular drama” and argues that the word ‘play’ once had a dramatic root
which is now divorced from our understanding of the term.50
However, the etymology of ‘game’ provides only a general sense of how medieval authors
understood and employed notions of the entertainment. Given the term’s fluidity throughout the
Middle Ages, we might wonder whether such a definition would prove useful for exploring the
many games found in/as medieval literature, especially in conjunction with the modern
definitions of ‘game’ discussed above. Indeed, philosopher Ludwig Wittgenstein chose the term
‘game’ to argue for the impossibility of such intrinsic definitions, believing that games can only
be identified by “family resemblances.”51 In his encyclopedic treatise The Oxford History of
Board Games, Parlett also writes that “[t]he word [game] is used for so many different activities
that it is not worth insisting on any proposed definition. All in all, it is a slippery lexicological
customer, with many friends and relations in a wide variety of fields.”52 Given the fluidity of
terms, defining ‘game’ in the Middle Ages is at once frustratingly open and contained. Game-
texts thus present us with candidate media objects for the study and destabilization of properties
long thought to be essential for considering what makes something a game.
50
V. A. Kolve, The Play Called Corpus Christi (Stanford, CA: Stanford University Press, 1966), 12–13.
Kolve continues his philological discussion, arguing that vernacular drama in the Middle Ages was often
perceived as a game, which sets it apart from Latin liturgical drama (often called ordo, processio, and
repraesentatio). In the same vein, Lawrence Clopper, in his discussion of medieval drama, remarks that
“the word ‘play’ is historically and conceptually a philological subset of the word ‘game,’ not the other
way around.” Drama, Play, and Game: English Festive Culture in the Medieval and Early Modern
Period (Chicago, IL: University of Chicago Press, 2001), 12.
51
Ludwig Wittgenstein, Philosophical Investigations (New York: MacMillan, 1953), 66–67.
52
Parlett, The Oxford History of Board Games, 1.
20
Before turning to a discussion of medieval game-texts, it is also important to keep in
mind the potential perils of discussing medieval concepts in conjunction with modern models of
games. Glending Olson cautions us on assuming a seamless understanding of play in the Middle
Ages, which could be applied to the idea of games as well:
The idea of recreation is in one sense an attempt to fit play into an ethical framework. It
invites consideration of the idea of play itself, which has been the topic of some well-
known theoretical treatment, particularly Johan Huizinga’s Homo Ludens . . . In some
respects medieval views of play are reasonably close to modern ones, but in general they
tend to treat the subject from an ethical perspective rather than a psychological,
sociological, or anthropological one. I prefer to stay with medieval theorizing here,
especially since its point of view . . . is more directly related to medieval literary claims
and criticism than modern play and game theories” [emphasis mine].53
We should note here Olsen’s hesitance in subscribing to any modern theories of play in his
study, lest he stray from medieval ideology and succumb to a false ahistoricism. For medieval
players, games were not just a form of recreation, but one means by which they could understand
their own moral nature within the social fabric of medieval society.54 Following an ethical
framework for studying recreation in the Middle Ages, Olsen reminds us that the acceptance of
entertainment was heavily influenced by Aristotle’s Nicomachean Ethics, which aided in
“liberalizing view[s] of recreation…[on] ethical terms rather than explicitly Christian ones” and
medieval pastimes should be viewed within this lens.55 In Ethics, a text discovered in the twelfth
century and adopted by scholars at Oxford, Aristotle discusses the appropriate relationship
between “the desire for entertainment and virtuous behaviour by making the former an
53
Glending Olsen, Literature as Recreation in the Later Middle Ages (Ithaca: Cornell University Press,
1982), 100.
54
Game Studies scholars have also recently illustrated how players are not passive receptacles, but rather
understand games as ethical objects within a wider network of moral responsibilities. See, for instance,
Miguel Sicart’s The Ethics of Computer Games (Cambridge, MA: The MIT Press, 2009) for a
comprehensive analysis of the ways in which player’s negotiate morality in their digital experiences.
55
Olsen, Literature as Recreation, 94.
21
instrument of the latter.”56 Even from this overtly ethical frame of reference, a compiler or
scribe, whose manuscripts were destined for public recreation, would be designing for a user
experience—an experience often rooted by an attempt to simultaneously moralize and entertain
for a specific audience; for instance, the twenty-two demandes included in British Library MS
Additional 46919, an early fourteenth-century friar's miscellany owned by the Franciscan
preacher William Herbert, are featured alongside a number of didactic works such as the French
manual Art de Venerie and are prefaced with Latin commentary.57 Within such a pluralistic
ethical and cultural framework, Huizinga’s ‘magic circle’—as an “act apart” from the “ordinary
world” —cannot always be so clearly delineated along strict boundaries for medieval games (just
as the concept finds issues with the influences and consequences of play in videogames).58 The
‘hallowed spots’ we find in recreational game-texts in the Middle Ages appear in the same places
and manner that we might find other texts: in collections of similar items (as with the demandes
d’amour), in anthologies like the Findern manuscript, or in miscellanies among other texts and
documents significant to medieval life. The scribe-compilers were obviously not always
following Aristotelian ethics, but their choices of textual and visual arrangement for
entertainment existed within a larger cultural framework, which can only be expounded by
analyzing these historical, physical, and material spaces.
56
Ibid., 95. In her book on ethics and medieval enjoyment, Jessica Rosenfeld notes that few philosophical
treatises praising enjoyment survived in the early Middle Ages; thus, “pleasure was either transformed or
denied as a valid ethical goal” in subsequent ideologies, often filtered through critics of pleasure such as
Cicero. Ethics and Enjoyment in Late Medieval Poetry (Cambridge: Cambridge University Press, 2011),
21.
57
See Chapter 3 for a discussion of this manuscript and the circulation of demandes d’amour in England.
58
Huizinga, Homo Ludens, 10.
22
1.2 The Medieval Game-Text
Scholars have noted the game-like qualities of the earlier Anglo-Saxon riddles in the
Exeter Codex, but there are relatively few extant representations of games in English
manuscripts and texts prior to the 1170s.59 The earliest known reference to chess in England
occurs in the Latin ‘Winchester Poem’ (c. 1150), which outlines the rules for chess by describing
the moves and positions of the chess pieces on the game board.60 While game-texts could be
viewed as stemming in part from intellectual influences such as the tradition of performing and
circulating Latin disputatio, a rhetorical competition created for medieval university curricula in
Paris and Oxford during the 1150s,61 their play and circulation are overwhelmingly found in the
fin’ amors courtly tradition originating from the lyrics of the troubadours in twelfth century
France. This tradition of love is perhaps a fitting trend for the introduction of the interactive
game-text, for fin’ amors was not a reflection of actual behaviour among the aristocracy, but
rather a stylized expression of love—a fiction that could be enjoyed through lyric poetry,
romance, and literature or performed at court. First described as “courtly love” by Gaston Paris
59
For discussions of the Exeter riddles as playful texts, see: John Niles, Old English Poems and the Play
of the Texts (Turnhout, Belgium: Brepols, 2006); Dieter Bitterli, Say What I am Called: The Old English
Riddles of the Exeter Book and the Anglo-Latin Riddle Tradition (Toronto: University of Toronto Press,
2009); and Patrick Murphy, Unriddling the Exeter Book (University Park, PA: Pennsylvania State
University Press, 2011).
60
See Chapter 2 for a discussion of the ‘Winchester Poem.’
61
For a more detailed analysis of the disputatio tradition, see: B. C. Bazàn, J. W. Wippel, G. Fransen, and
D. Jacquart, Les Questions disputées et les questions quodlibétiques dans les facultés de théologie, de
droit et de medicine, (Belgium: Brepols, 1985). For a description of the medieval university see: Hastings
Rashdall, The Universities of Europe in the Middle Ages, 3 Volumes (Oxford: Clarendon, 1987); John
Van Engen, ed., Learning Institutionalized: Teaching in the Medieval University (Notre Dame: University
of Notre Dame Press, 2000).
23
in 1883, the cultural concept has long endured dispute and scrutiny among medievalists.62 Since
the fin’ amors tradition has been well documented by medievalists, my aim here is not to provide
a comprehensive discussion of fin’ amors, but rather to explore how game-texts became part of
this tradition and, through this tradition, depart from our modern notions of ‘game.’ In Courtly
Love, the Love of Courtliness, and the History of Sexuality, James Schultz describes the cultural
tenor in which literary games first emerged: “[c]ourtly culture elaborated a class-specific ideal of
social life that required certain self-restraint—at table, in speech, in response to insult or
challenge—and promised distinction in return.”63 In twelfth-century France, this court culture
developed new ways to display refinement and sophistication among the ruling elite, including
debates of love, verbal sparring, and displays of skill (e.g., tournaments and chess). Love in the
medieval literary imagination was not only a fiction enjoyed by the nobility, but also a mode of
cultural production that could display this ‘distinction’ through social activity. As Richard Firth
62
The term amour courtois was popularized in 1883 by Gaston Paris in his article “Lancelot du Lac, II.
Le Conte de la Charrette,” Romania 12 (1883): 459-534. While the term has become widely adopted
among medievalists, many scholars have criticized its ahistorcism and multi-variant definitions. C. S.
Lewis argued that courtly love represented an idealization of sexual love, but described it as a social
process created by landless knights rather than an exclusively literary mode. The Allegory of Love: A
Study in Medieval Tradition (Oxford: Oxford University Press, 1936; Oxford: Oxford University Press,
1988), 11-14. In response to such claims, D.W. Robertson argues that ‘courtly love’ does not exist and
chastises those who discuss it, believing that ‘courtly love’ impedes proper examination of medieval
literature. “The Concept of Courtly Love as an Impediment to the Understanding of Medieval Texts,” in
The Meaning of Courtly Love, ed. F.X. Newman (Albany: SUNY Press, 1968), 1-18. In his influential
study on the meaning of courtly love, Roger Boase identifies twelve approaches to defining ‘courtly love’
in the Middle Ages, one of which is through a ludic lens. See his chart comparing the various theories in
The Origins and Meaning of Courtly Love (Manchester: Manchester University Press, 1977), 27. More
recently, James Schultz argues in favour of reinstating the term ‘courtly love’ by arguing that ‘courtly
love’ more accurately reflects the discipline of courtliness in which it originally flourished. Courtly Love,
the Love of Courtliness, and the History of Sexuality (Chicago: The University of Chicago Press, 2006),
159-72. In this chapter, I prefer to use the terms ‘matters of love’ and ‘courtly literature’ since they appear
more factual.
63
Schultz, Courtly Love, xvi.
24
Green writes, the “late medieval nobleman was not content merely to experience the ennobling
power of love through the poet’s imagination, he had himself to play the lover, to join with his
fellows in an elaborate game of romantic make-believe.”64 For medieval audiences, to participate
in fin’ amors was essentially to play. In the prologue to book four of the Middle English
Confessio Amantis, the lover Amans lists actions he can perform in pursuit of his lover—a
collection of social activities that John Stevens calls the “game of love”:65
And whanne it falleth othergate,
So that hire like noght to daunce,
Bot on the dees to caste chaunce
Or axe of love som demaunde,
Or ells that hir list comaunde
To rede and here of Troilus.66
John Gower describes here the ludic space for lovers (in this case, unrequited) at play, crafting
cooperative activities like dancing, reading, or playing with dice or questions of love. The ‘game
of love’ as described by Stevens is not quite a game in the modern sense (outlined earlier in this
chapter), but rather a way in which to define all manner of social activities in the expression of
love. While the term has long been adopted by medievalists to figuratively describe the activities
associated with participating in the fin’ amors tradition, it comprises vague, arbitrary social rules
that he does not explicitly define.67
64
Richard Firth Green, Poets and Princepleasers: Literature and the English Court in the Late Middle
Ages (Toronto: University of Toronto Press, 1980), 115.
65
Stevens, Music and Poetry in the Early Tudor Court (London: Methuen, 1961; Cambridge: Cambridge
University Press, 1979), 154-202.
66
John Gower, The Confessio Amantis, ed. Russell A. Peck. TEAMS: Medieval English Texts Series
(Kalamazoo: Medieval Institute, 2003), 2:4.2790-95.
67
For instance, in his study of English court poetry, Richard Firth Green discusses ‘the game of love’ in
terms of the type of stylized writings of court poets. Green, Poets and Princepleasers, 101-34.
25
In fact, Stevens’s term as applied to medieval phenomena does not actually align with
medieval uses of ‘game of love.’ Medieval players invoke the term more specifically for
depicting games like le Roi Qui Ne Ment, showing that the medieval use of ‘game’ supports the
idea that the term increased in specificity in the later Middle Ages. The pursuit of a lover as a
‘game’ to win their favour was nevertheless allegorized and game boards found in medieval
marginalia signify this parallel between games and love. For instance, John Lydgate’s Reson and
Sensuallyte (c. 1407) is a translation and expansion of Les Échecs Amoureux that illustrates how
games in literature can reflect both the allegorical potential of love and the materiality of chess.
Following a string of encounters with mythological gods and goddess in the Garden of
Pleasance, the narrator witnesses a game of chess played between Deduit (Pleasure) and a young
lady. After the game results in a tie, the narrator subsequently begins a game with the lady in an
effort to win her love. Like chess games in other romances, here the chess game acts as a
performance of courtly behaviour. As the narrator claims, Venus had sent him to the garden to
learn the art of chess so that he may be successful in love: “For he sholde haue exercise / Of this
play in al[le] wyse, / That his tyme he nat lese, / Syth he ys her wher he may chese.” 68 The
concepts of ‘game’ and ‘love’ clearly shared a close relationship in the later Middle Ages, but I
would caution against using the terms loosely in the descriptions of all social activities
surrounding fin’ amors. In this dissertation I will use ‘game of love’ when the game I am
discussing is specifically related to matters of love, taking my cues from texts, manuscripts, and
boards, and the more general term ‘play’ when discussing other social activities related to fin’
amors tradition.
68
John Lydgate, Reson and Sensuallyte, ed. Ernst Sieper, Early English Text Society (London: Kegan
Paul, Trench, and Trübner, 1901), line 5941-44.
26
The first games of love to emerge and gain widespread popularity were the demandes
d’amour, a literary genre composed in both verse and prose and comprising a series of questions
and answers that deal with the ideologies, attitudes, and etiquette of fin’ amors. While the
demandes d’amour could be enjoyed in their own right as a form of courtly literature, they were
primarily used as a social framework for debating matters of love and for highly stylized
conversation, and provided a basis for aristocratic and gentry parlour games. In their ability to
function as both a literary form and a social amusement for the leisured classes, the demandes
d’amour focused on open-ended questions concerning the nature of love, the acquisition of love,
the practice of loving, the effects of love, and the characteristics of an ideal lover; thus, they
mirrored the formalization of love developed by the literary imagination of medieval France and
later disseminated in England and elsewhere. Readers could use demandes for engaging in
casual, sophisticated discussion about amorous topics that could test knowledge of fin’ amors
and linguistic proficiency as well as reflect personal status. The demandes d’amour also provided
a model for teaching aspects of courtesy, morality, proper social conduct, and social refinement,
reflecting the literary tastes of the French aristocracy.
As a genre with widespread popularity among the gentry and nobility between the
fourteenth and sixteenth centuries, the demandes d’amour are found in 25 manuscripts and 30
incunabula—including literary anthologies, didactic manuals, miscellanies, and printed
collections—in France, England, and elsewhere. Collections of demandes d’amour, which
comprised various lists of questions of love and their answers, first appeared in the early
fourteenth century and likely sprung from the earlier rise of courtly debate literature and the
ideals of fin’ amors in the twelfth century. Adam de la Halle’s first jeu-parti, for instance, asks
the question: “if you were to enjoy the favours of a lady only ten times in your life, would you
27
take them immediately or wait for a long time?” —a question found in later collections of
demandes d’amour. The modularity of demandes d’amour indicates their fluidity as a ludic form
without ascribing specific static outcomes of the game or winning objectives—elements that
Avedon, Sutton-Smith, Salen, and Zimmerman include in their definition of games. The
demandes d’amour could thus be used for a variety of ludic activities, from leisurely reading
among an audience to more structured forms such as the social question-and-answer game Roi
Qui Ne Ment (discussed in more detail below).
Scholars have suggested the mutual influence of both the demandes d’amour and the
jeux-partis on social debate. Alexander Klein and Eero Illvonen first noted that questions and
answers resembling the demandes d’amour appeared in the twelfth-century game juec d’amour
and may have been an antecedent to later jeu—a speculation also shared by Margaret Felberg-
Levitt, the most recent editor of the demandes d’amour. However, Christa Schlumbolm posits
instead that the demandes d’amour arose from the Provençal joc-partit, linking the joc-partit to
social games at court. Similarly, Madeleine Lazard argues that the demandes d’amour derived
from the Le Roi Qui Ne Ment game in the early thirteenth century. In contrast, Arthur Långfors
observes that the demandes d’amour may be based on the jeux-partis. While the origins of the
demandes d’amour are clearly difficult to trace with any certainty, they certainly influenced and
were influenced by other debate genres and may have begun as an oral amusement that were
later written down. Felberg-Levitt notes that the demandes d’amour may have been initially
transmitted orally and later circulated in loose folios or unbound manuscripts for memorization
earlier than the fourteenth century. The origins of early demandes d’amour, developed within the
open structure of medieval debate, provided a foundation for creating more stylistic debates,
questions of love, and amatory patterns of communication.
28
Precursors to the demandes d’amour collections are also inspired by the courts of Eleanor
of Aquitaine and her daughter Marie the Countess of Champagne in twelfth-century France and,
from the beginning, elicit a ludic, interactive experience that emphasizes an adaptable system for
debating matters of love. In book two of Andreas Capellanus’s Latin treatise on the art of refined
love, De Amore (c. 1186–90), Capellanus identifies Eleanor and Marie among other court ladies
in a section titled De variis iudiciis amoris (Various judgements on love). These “love
judgements,” totaling 21 in all, encompassed various cases in love that a court of noble ladies
and gentlemen discussed, debated, and resolved with one person designated as a judge. It is
doubtful whether Capellanus’s cases on love were actual witnesses of the questions and activities
within the courts (and textual communities) of Eleanor or Marie, but his effort to situate this
ludic playspace nevertheless indicates a popular trend within courtly culture. Building on the
traditions of scholastic dialogue and debate, including classical fields of grammar, rhetoric, and
dialectics, and the poetic tensos, partimens, and cobla exchanges of the troubadours—that is,
forms of courtly debates on love in which noble ladies were expected to participate—
Capellanus’s “love judgments” present a structure for discussing matters of love and became a
forerunner to later demandes d’amour wherein each question ends with a single answer (a
structure that mirrors that question and answer pattern found in the demandes d’amour
collections). Other twelfth-century French debate poetry also incorporated demande-like
questions, including Jean de Condé’s Dit de l’amant hardi et de l’amant cremeteus, and the jeux-
partis of Thibaut de Navarre. Similarly, the French clerc-chevalier debates such as Florence et
Blanchefleur, written in the twelfth century, focus on a central question: is it the clerk or knight
who is the best at love? In these instances, questions and answers acted as points of contention
and encouraged debate among the audience; the conventions of fin’ amors could thus be
29
explored among a group of readers as a pleasurable pastime in the courts of France and the
demandes d’amour could be used to elicit this experience, whether through a formal game or
through playful debate (or both).
Courtly games adopting the demandes d’amour as a central aspect of gameplay echo the
collective debating community of the French court and appear frequently in romances, debates,
and other recreational literature.69 One such game, Le Roi Qui Ne Ment, was enjoyed by the
aristocracy and gained widespread popularity in northern France during the thirteenth and
fourteenth centuries as a courtly entertainment played alongside other debating games such as
the popular jeux-partis and tensons. Le Roi Qui Ne Ment was played by both men and women,
and, more important for our purposes, specific rules of the game varied widely depending on the
region or particular group of players. One of the most common ways to play the game was that a
player was typically chosen as the ‘king’ and he or she would ask each other player a question
concerning love. A player was required to respond with sincerity and the ‘king’ could punish the
player if he or she judged the answer unsuitable. After a round of answers the players could ask
the ‘king’ a question.70 A player was required to respond with sincerity and the ‘king’ could
punish the player if he or she judged the answer unsuitable. The questions asked may have been
personal in order to draw out amorous love interests, but the numerous demandes d’amour
69
The Middle French romance Le Chevalier Errant (c. 1394-96) contains scenes that incorporate both les
demandes and Le Roi Qui Ne Ment. See also: Richard Firth Green, “Le Roi qui ne Ment,” 211-25.
70
Alexander Klein’s study of the demandes d’amour led him to conclude that the game had no fixed rules
and could be played in a variety of ways. Die altfranzösischen Minnefragen, Marburger Beiträge zur
romanischen Philologie (Marburg: Adolf Ebel, 1911), 231. In his analysis of the game’s social function,
Richard Firth Green explores the rules and parameters of Le Roi Qui ne Ment based on depictions of the
game found in romances and demandes collections. Green, “Le Roi qui ne Ment,” 211-26. For more
information on Le Roi Qui Ne Ment, see also Ernest Langlois, “Le Jeu du Roi et le jeu du Roi et de la
Reine,” Romanische Forschungen 23 (1907): 163-73.
30
collections indicate that riddles and general questions of love were chiefly used to encourage
courtly, polite conversation and verbal sparring through lengthy debate. While the game could
have a definite winner (and losers), this was not always the case and the game could continue ad
infinitum until the participants tired of the game—a notion that would be troubling for the
modern definitions of game quoted above. This open, playful, and non-restrictive attitude toward
medieval games is prevalent among numerous game-texts. As Emma Cayley remarks, the game
of love in late medieval France “is played in a constant state of desire for continuation rather
than completion; the end of the game (closure) is often deliberately deferred in order to
perpetuate the game,” similar to narratives of courtly love in romance.71 The game also served a
more significant social function: as Richard Firth Green notes, the purpose was to pair off
couples and potential lovers, providing a certain degree of social and emotional intimacy. The
rules and parameters of the game therefore varied depending on the audience’s desires while
maintaining a loose, recognizable form for play.
Le Roi Qui Ne Ment was depicted in romances (such as the Dutch Roman van Heinric en
Margriete van Limborch), fabliaux (Le Sentier Batu, where a queen is chosen instead of a king),
and other medieval texts (notably Boccaccio’s Filocolo, book IV), which often describe the
game in play. Players could draw inspiration and demandes from the large collections of
demandes d’amour found in manuscripts; alternatively, the demandes could be, in part,
recordings of past games. John Longuyon’s Alexandrian romance Les Voeux du Paon (The vows
of the peacock) (1312), which he wrote for Thibaut de Bar, bishop of Liège, includes a lengthy
depiction of the game played by five characters in the Chamber of Venus at the request of
Cassamus: Betis, his younger sister Fesonas, his cousin Edea, Ydorus, and their prisoner-guest
71
Cayley, Debate and Dialogue, 12 (see chap. 1 n. 11).
31
Cassiel. Cassamus encourages this game in an effort to pair Edea and Cassiel.72 Le Roi Qui Ne
Ment was also mentioned by other authors as a form of social activity to reflect the refinements
of court culture. In Le joli Buisson de Jonece, Jean Froissart notes that a gathering of nobles
played the game as a form of elite entertainment. Guillaume de Machaut depicts a group of
courtiers playing the game in Remède de fortune and a gathering of nobles, including Charles,
Duke of Normandy, playing Le Roi Qui Ne Ment in Voir dit. That the game was referenced
continuously in literature is a testament to its popularity and significance as a space for role-
playing fin’ amors among friends and family.
Another game based on the demandes d’amour, called Le Jeu aux Rois et aux Reines
(The game of kings and queens) has been suggested by scholars to be a parody of Le Roi Qui Ne
Ment. Adam de la Halle’s pastourelle Le Jeu de Robin et Marion (c. 1283) is among the first to
mention the game, which is played in a similar fashion to Le Roi Qui Ne Ment. In the pastourelle,
Adam de la Halle uses a demande to mock courtly etiquette by asking personal questions such as
“Quel viande tu aimes miex?” (What meat do you like the best?). The game also includes the
king’s ability to request a forfeit. Robin, in his refusal to respond to a question Marion deems
unsuitable, pays a forfeit demanded by the king: he must kiss Marion. In the Tournoi de
Chauvency (1285), Jacques Bretel observes three question-and-answer games played by the
aristocracy following the tournament of Chauvenci, including Le Roi Qui Ne Ment and Le Jeu
aux Rois et aux Reines, which he lists as separate games. Felberg-Levitt also suggests that Le Roi
Qui Ne Ment and Le Jeu aux Rois et aux Reines may have been two completely separate games,
though they have decidedly similar rules. While questions could be devised orally, collections of
demandes d’amour may have also been consulted by players as inspiration or aid for such games
72
See Chapter 3 for a discussion of this scene in a fifteenth-century Middle English excerpt.
32
and other recreational activities. Indeed, different series of demandes d’amour collections list a
wide variety of demandes, ranging from questions that incite lengthy discussion to questions that
accompany one-word answers (or no answers at all). The extant utterances and model dialogues
found in the demandes d’amour collections—questions that are often reiterated in textual
depictions of Le Roi Qui Ne Ment and other question-and-answer games—nevertheless provide
insight into the particulars of aristocratic courtliness and entertainment and show how the game’s
modularity could adapt to serve the interests of its audience.
The Middle French dice-poem Le Jeu d’Amour [the Game of Love] (c. 1300) also played
with this code of love by producing a more structured interactive, non-linear literary experience
in which players are directly inserted into the courtly rhetoric through dice rolls. Found in a
single extant manuscript penned during the late thirteenth century, Le Jeu d’Amour was played in
mixed company of aristocratic men and women. Courtly phrases such as “bonne amour fine,”
and “bel ami” appear throughout its leaves: the scribe enhances this performance of the fin’
amors ethos by literally transforming each page in the manuscript into an ornate gaming board,
listing eight fortunes on a page enclosed in gold and blue medallions and organized by sum.73
The design of Le Jeu d’Amour is visually elaborate and, given the prevalence of other courtly
games in the late thirteenth century, the author’s preoccupation with creating temporal instances
of dalliance does not come as a surprise. Kenneth Varty conjectures that the game was played
with four men and four women. Each player would cast two or three dice and match their roll to
a medallion.74 Upon further inspection, the manuscript contains four game sets ranging from a
sum of three to eighteen, save the first set which begins at the sum of nine, and a sequential
73
Kraemer, Le Jeu d’Amour, lines 154, 258, and 542.
74
Kenneth Varty, review of Le Jeu d’Amour, by Erik Kraemer, Modern Language Review 72.3 (1977):
678.
33
single game of two dice on folios 3v, 7v, and 11v. The ability of readers to play Le Jeu d’Amour
in any number of ways, ranging from a few people playing a single set (having four to choose
from) to each player possessing their own set of pages, echoes the malleability of the demandes
d’amour.75 The game-poet utilizes the binomial triangle in order to organize his sums, but he
applies no special meaning to any number, including his mention of “rafle” or the highest roll
6.6.6, which can contain a positive or negative fortune depending on the set (Table 1.2):
Good Poor
Set #1 C’est bien jete, rafle moult grande, Set #2 Tu contrefes le papelart,
Il est fol qui sens vous demande, Et s’as un droit cuer de renart
Car vous haves vostre estudie Personne qui se fie en toy
Boute en l’amoureuse vie (181-4). N’est pas bien avise, je croy (465-68).
Table 1.2: Comparison of Fortune 6.6.6 in Le Jeu d’Amour
In these two outcomes, the focus lies in revealing aspects about the player or players, including
whether they will receive love or whether they are a deceiver in matters of love. In order to
create opportunities for intimate tension, the author occasionally separates the outcomes in
certain sums depending on whether the player was a man or woman, and dictates different
actions a player can complete. One combination of 5.5.3, for instance, asks a fellow player to call
the roller “folle I bee” if the player is a woman, and a roll of 5.5.4 of the same set allows,
perhaps suggestively, a male player to embrace a fellow “friend.”76 Other fortunes require
75
To date, no scholar has examined how these texts function together (or even how the game is played).
76
Kraemer, Le Jeu d’Amour, lines 134 and 146.
34
players to pay money to a pot and some rolls even required players to sit out, thereby showing
that the game can have a potential winner if the players choose to turn Le Jeu d’Amour in to a
gambling game.77 Teresa McLean comments on this type of ludic atmosphere in noting that these
forms of love games and romance were incredibly popular among women and created
“conversation [that was] charged with possibly romantic significance.”78 In that vein, the game-
poet references popular literary couples from Arthurian romances, including Lancelot and
Guinevere, though he evokes a general knowledge of the characters rather than a specific trait.79
The game thus initiates discussion and debate, dalliance, and moments of courtly flirtation with
fellow participants as they read and draw connections between a player and their fortunes;
perhaps anticipating this readerly agency, the game-poet maintains minimal authorial presence,
focusing instead on the reader’s overall ludic experience. As Kraemer observes, the game-poet
mentions “vous” thirty-one times and “tu” one-hundred-eighteen times.80 Through the use of the
codex and probability, the game-poet creates the rules, actions, and future outcomes for the
players, and the players in turn enjoy spontaneous play in matters of love from their own
interpretations of the pages. Chance by casting dice is not figured as the primary agent in love,
but as an implied, necessary factor for generating this amorous play. Although specific outcomes
77
Ibid., lines 365-68.
78
Teresa McLean, The English at Play, 93.
79
For instance:
Onques Lancelot n’ama tant
Genevre au gentil corps pleasant
C’on vous aime de cuer parfait.
Il m’est avis que c’est bien fait (Kraemer, Le Jeu d’Amour, 165-8)
This element is common in other dice-games as well. See also A. Bobrinski’s edition Jeu d’Amour,
Franzusskaja gadalnaja kniga 15 weka. St. Petersburg, 1856 for a similar use of romance characters.
80
Kraemer, Le Jeu d’Amour, 9.
35
are possible, they are rare among the fortunes; rather, the emphasis lies on immersing players in
the fin’ amors tradition in a similar fashion to the demandes d’amour. While the demandes
d’amour collections focus on polite conversation and verbal sparring, Le Jeu d’Amour
transforms each player into a potential lover themselves, and the suggestive outcomes denote a
higher level of intimacy among the players. In both instances, the objective of the game is to
participate in this fiction. The manuscript provides the feedback loop necessary to facilitate play,
but the nuances of the text area are only revealed in the moments of play between the players and
their relations. Although such a game shows evidence of rules and autonomy, its lack of
competition and goals particular to the game would render it an edge case within the confines of
many of the definitions of the modern game. Le Jeu d’Amour was nevertheless clearly
understood and played as a game in medieval French social circles.
The appeal of courtly literature and games was in this access to specialized knowledge: a
code of conduct only the most noble could seek to imitate, perform, and enjoy. From the rise in
popularity of the demandes d’amour collections and games and the visually ornate pages of Le
Jeu d’Amour, we can see that social courtly games in France provided not only a form of
recreation, but also a status symbol presented visually on the page. Furthermore, these courtly
games of love affirm the ethical and social conditions postulated by Stephen Jaeger, but their
prevalence and appeal does not necessarily speak to a rise from primitivism: the courtesy,
civility, and refinement exhibited in the demandes and Le Jeu d’Amour reinforces virtues and
accomplishments in order to achieve an aesthetic that promotes status and reputation.81 From
their invention and popularity among readers who wished to practice and participate in luf-
81
C. Stephen Jaeger, The Origins of Courtliness: Civilizing Trends and the Foundation of Courtly Ideals,
939-1210 (Philadelphia: University of Pennsylvania Press, 1985), 3-9.
36
talkyng, the demandes d’amour games and Le Jeu d’Amour reveal how players negotiated a fluid
boundary between the terms ‘game’ and ‘literature’ and between ‘game’ and ‘non-game.’ While
the demandes d’amour could be used as a literary device or narrative framework, they could just
as easily lend themselves to courtly games dependent on stylized debate and performance.
Similarly, Le Jeu d’Amour’s invocation of familiar literary figures and provocative gestures
testifies to the desire to become immersed in fin’ amors. The demandes d’amour are not
referenced as games in themselves, but their capacity to become a game was certainly known to
audiences. In this way, medieval game-texts reinforce the main tenet of games as formal systems
(and are akin to medieval board games like chess and merels) at the same time they unsettle the
criteria for modern games such as quantifiable goals and outcomes as posited by modern game
studies scholars. Le Jeu d’Amour and le Roi Qui Ne Ment could potentially be played
competitively—that is, players can win or lose the game—but a number of literary games remain
deliberately variable in their form and content and are thereby able to be played either
competitively or non-competitively.
Another feature of modern game definitions troubled by medieval literary ludic games is the
assumption that all games include disequilibrial (Avedon and Sutton-Smith), quantifiable (Salen,
Zimmerman, and Juul), or unproductive (Caillois) outcomes. In the fifteenth-century Chaucerian
dice-poem The Chaunce of the Dyse (c. 1430-1450), the game-poet constructs a poem that
deliberately depends on chance—the unknown—in order to create meaning for the players.
While other game-texts such as Ragman Rolle equalize chance (e.g. every fortune has a 1/23
odds), The Chaunce of the Dyse, like Le Jeu d’Amour, employs dice as an active agent for
distributing fortunes to the players. Players cast three dice and match their rolls to a
corresponding stanza, a series of seven lines that assigns the player a specific character-portrait.
37
The game-poet also organizes The Chaunce of the Dyse by combination, descending from 6.6.6
to 1.1.1.82 While other dice-poems such as Le Jeu D’Amour employs probability as a simple
mediating agent between the player and their fortune, The Chaunce of the Dyse instead uses
these structures to denote symbolic relations. Fortune 6.6.6 requires one of the least probable
rolls, and is considered the ‘best’ roll—often associated with Venus.83 Following this precept, the
poet not only dedicates the fortune to her, but also connects the player’s disposition to Venus’s
exemplary ideal: “So youre mekenesse ageysn al vice is bote / Who pleynly knoweth youre
condicioun / To yow may be made no comparisoun” (26-8). The Chaunce of the Dyse presents a
deepened preoccupation with characters and character types, and uses mnemonic devices such as
Venus’s “Cokille” and “synamome” aroma to relate immediate experience to previous
knowledge.84 Not surprisingly, 1.1.1 reads “Pore is the caste and ryght such is the chaunce”
(408), indicating the poor cast and, perhaps coincidentally, allowing the author to end the poem
by “leu[ing] in woo” (413). In this way, this game-poet shows a clear working knowledge of
both literary conventions and the conventions of recreational dicing games.
While the author also includes good and bad fortunes, the entertainment lay primarily in the
discussions and dalliance within the text. The game-poet’s addition of well-known Chaucerian
characters, including Griselda and Troilus, and allusion to popular locations in London generate
82
Three six-sided dice have a total of 216 possible combinations and 56 sets of combinations. One cubic
die has a 1/6 chance of displaying a specific number. As the rolls are order-independent according to
basic combinatorics, the probability of receiving any given fortune ranges from 0.46% to 2.78%.
83
L. Barbe, “Dice,” Notes & Queries. s5-IV (1878): 302.
84
Hammond, “The Chance of the Dice,” 22-25. Hereafter, line numbers for The Chaunce of the Dyse will
be given in parentheses.
38
a relationship between author, player, and text that is markedly situated within fifteenth-century
English literary culture.85 Fortune forty-three reads, for instance:
Of olde stories / taken ye grete hede
That ye ne had moo bokes / is gret skathe
ffor your talent / ys gretely set to rede
Ye kan by rote / the wifes lyfe of Bathe
He might wel sey ful erlyche / and to rathe
Chosen he had / that machched with yow were
Sure of a shrewe / might he ben with oute fere (295-301).
In this particular fortune, the game-poet addresses a player not only well-read, but also well-
acquainted with Chaucer’s Wife of Bath. As Eleanor Hammond, the first editor of the text,
writes: the game-poet “does change the formula, he does see more of his object, he is not
attempting to instruct” but entertain.86 For The Chaunce of the Dyse, the game-poet deliberately
attempts to craft fortunes that could apply to both men and women, resulting in the creation of
ambiguous character portraits. While Hammond contends that this ambiguity causes the game-
poet to maintain a stiff, expressionless poetic form, the poet’s ability to create such variability in
outcome, as in fortune forty-three, shows considerable skill in medieval game design.87 The
reader’s player agency in The Chaunce of the Dyse results not only from the spontaneous
interplay of self and text—players matching the topically variable fortunes to their own
predicaments—but also from the conversational dialogue between author and reader in the
confirmation of moral virtue and fin’ amors ethos. Accordingly, the author’s recognizable use of
structure, local and literary allusion, and temporal immediacy create a performative space that is
rich in debate and innuendo typical of other games in the fin ‘amors tradition.
85
J. Allan Mitchell explores the allusions to Chaucerian characters in The Chaunce of the Dyse and their
relation to Troilus and Criseyde. See Ethics and Eventfulness, 61-68.
86
Hammond, “The Chance of the Dice,” 3.
87
Ibid., 4.
39
The game-poet, then, distinguishes The Chaunce of the Dyse in both form and content from
other so-called ‘classic’ games. In this game-text, there is no declared ‘winner’; instead, the
pleasure of playing the game comprises the audience’s interactions with the text itself. Unlike
other contemporaneous dice-poems in France and Italy, such as Lorenzo Spirito’s Libro della
Ventura [The Book of Chance] (c. 1482) and the Dodechedron, which both use elaborate tables
and mechanisms reminiscent of philosophical divination practices to determine prognostications,
The Chaunce of the Dyse game-poet creates a gaming system that is closer to popular gambling
games. While gambling games such as hazard were a subject of continual sanction and criticism
by the Church, courtly games of chance that mimicked such gambling games did not fall under
such scrutiny since their outcomes did not include life-changing stakes.88 Chaucer’s Pardoner
associates the play of hazard with riots, taverns, parties, and betting, warning his fellow pilgrims
of the dangers of gambling: “[h]asard is verray mooder of lesynges, / And of deceite, and cursed
forswerynges, / Blaspheme of Crist, manslaughter, and wast.”89 The outcome not only becomes
quantifiable, but also involves a higher emotional (and financial) investment as the gamester
places a wager in order to achieve their future outcome. For the Pardoner, false outcomes
become an enabler of immoral things to come:
Seven is my chaunce, and thyn is cynk and treye!”
“By Goddes armes if thou falsely pleye,
This daggere shal thurghout thyn herte go!” —
88
Rhiannon Purdie, “Dice-games and the Blasphemy of Prediction,” in Medieval Futures: Attitudes to the
Future in the Middle Ages, ed. J. A. Burrow and Ian P. Wei (Woodbridge: The Boydell Press, 2000), 167-
84. During the twenty-fourth year of Henry III, the Council of Worcester decreed that clergymen were
prohibited from playing at dice or chess, see John Ashton, The History of Gambling in England (New
York: Burt Franklin, 1968), 13. For a comprehensive study of gambling in France, see also Thomas M.
Kavanagh, Dice, Cards, and Wheels: A Different History of French Culture (Philadelphia: University of
Pennsylvania Press, 2005).
89
Geoffrey Chaucer, Riverside Chaucer, ed. Larry D. Benson (Boston: Houghton Mifflin, 1987), lines
VI.591-94.
40
This fruyt cometh of the bicched bones two,
Forsweryng, ire, falsnesse, homicide.90
As Rhiannon Purdie remarks in her examination of dice-games, “[t]he crucial difference lies in
whether or not something is at stake.”91 That the game-poet’s system in The Chaunce of the Dyse
emphasizes simplicity in lieu of complex rituals or stakes is indicative of the game’s ludic space
within high society. The Chaunce of the Dyse was thus an acceptable, and indeed prestigious,
game that empowered aristocratic men and women to play within the space of love.
In his book Convergence Culture, media studies scholar Henry Jenkins observes that a
“medium’s content may shift . . . its audience may change . . . and its social status may rise or
fall . . . but once a medium establishes itself as satisfying some core human demand, it continues
to function within the larger system of communication options.”92 Jenkins’s argument addresses
the co-existence of analog and digital media in the twentieth century, but the idea of diffusion
and fluidity of content across media can also be found with medieval game-texts like le Roi Qui
ne Ment, Jeu d’Amour and The Chaunce of the Dyse, and, indeed, constitutes one of the
properties of medieval game-texts that trouble our modern notion of games. For medieval
readers, the jump from “axe of love som demaunde” to “rede and here of Troilus” may have just
been a matter of turning the page—the text as a playful object does not change despite the varied
presentation, content, and audiences. While game-texts could be experienced singularly and read
as text, the convergence of game, text, and player brings the game as an object into existence. It
90
Chaucer, Riverside Chaucer, lines 653-57.
91
Purdie, “Dice-games and the Blasphemy of Prediction,” 183. Clifford Geertz also touches on this in his
study of Balinese culture; specifically, he observes that in gambling games with greater amounts of
money, “much more is at stake than material gain: namely, esteem, honor, dignity, respect.” The
Interpretation of Cultures (New York: Basic Books, 1973), 433.
92
Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York
University Press), 14.
41
is this interactivity—formed through variable and ever-changing sequences—that renders the
game-text a playful experience. Game studies scholar Eric Zimmerman contends that stories and
games comprise two widely different modus operandi: “a story is the experience of a narrative,”
while games are experience through play.93 As we have seen, medieval game-texts blur this
clear-cut distinction by creating interactive spaces that enable players to participate in the wider
emergent narrative of fin’ amors. The narrative becomes the personas of the players, while the
rules outline the form of play. As Zimmerman states: “it’s not a question of whether or not
games are narrative, but instead how they are narrative . . . we need to ask how games can be
narrative systems in ways that other media cannot.”94 It is this interactivity that sets game-texts
apart from the “’idealizing impulses’ and distorting ‘receptions’” of texts.95 For game-texts,
agency comprises a series of negotiable, ever-changing elements: the poet, the scribe, the
player(s), the game’s manuscript context, and its place in medieval culture. The fusion of literary
and game traditions thereby produces a distinct form of entertainment.
The demandes d’amour games, Le Jeu d’Amour, and The Chaunce of the Dyse all craft
games of love for their various literate audiences, predicated on the effort to create and
encourage immersion within the fin’ amors or literary ethos enjoyed by the specific audiences
who played them—a kind of “virtuality” between games and life that also appears in the game-
oriented fifteenth-century Spanish cancionero poetry.96 “Recreation,” as Olsen writes, “involves
93
Eric Zimmerman, “Narrative, Interactivity, Play, and Games: Four Naughty Concepts in Need of a
Discipline,” in First Person: New Media as Story, Performance, and Game, eds. Noah Wardrip-Fruin and
Pat Harrigan (Cambridge, MA: The MIT Press, 2004), 161.
94
Ibid., 161-62.
95
Arthur Bahr and Alexandra Gillespie, “Medieval English Manuscripts: Form, Aesthetics, and the
Literary Text,” Chaucer Review 47.4 (2013): 351.
96
Juan Escourido, “Textual Games and Virtuality in Spanish Cancionero Poetry,” in Games and Gaming
in Medieval Literature, ed. Serina Patterson (New York: Palgrave MacMillan, 2015), 187-208.
42
some kind of activity, some form of ludus which creates physical refreshment or mental quies
through delectatio, thereby invigorating the psyche.”97 Herein lies a key concept in the ways in
which medieval audiences understood games: the “lusory attitude” as defined by philosopher
Bernard Suits, is “the acceptance of constitutive rules just so the activity made possible by such
acceptance can occur.”98 The lusory attitude can also be prompted through the game’s
signification as a playful object and ethical views and tastes of its players. For the game-texts
discussed above, game-poets signal this lusory attitude through the literary content, visual
aesthetics, and manuscript contexts. However, as we shall see in Chapter 3, medieval game-texts
were often appropriated for pedagogical purposes and were regularly used as learning tools
outside of gaming contexts. Therefore, typically playful markers such as the use of dice with a
given poem may or may not encourage a lusory attitude.
Consider an anonymous Middle-English dice-poem found in four manuscripts dating
from the fourteenth and fifteenth centuries.99 While the game-poet of Le Jeu d’Amour clearly had
a vision of the desired game and its probable outcomes, the anonymous dice-poem presents a
more eclectic and general view of literary dice-playing. The poem’s fortunes seem more akin to
the tradition of astragalomancy—that is, lots by dice—and prophecy.100 As such, the majority of
the fortunes caution the player to be wise, follow God’s will, and adhere to higher virtues such as
97
Olsen, Literature as Recreation, 103.
98
Suits, The Grasshopper, 54.
99
Nicola McDonald has recently suggested naming this poem “Have Your Desire.” See “Fragments of
(Have Your) Desire: Brome Women at Play,” 232-58.
100
Reflecting on this observation, Braekman notes that the A-version of the poem, located in Aberdeen,
Aberdeen University Library, MS. 123, completely diverges from the authoritative B-version, located in
Boston, Boston Public Library, MS. 100. Since the A-version focuses more exclusively on matters of
love, Braekman suggests that the original text is based from a dice-book for lovers and a book on general
prophecy. “Fortune-Telling,” 17.
43
meekness and steadfastness. The author of most of the poem even occasionally stands in as a
surrogate counsellor for revealing the future and aiding the reader; in fortune 5.5.4 he states that:
Quines and cater you haues on ye disse,
I consayl ye be war and whysse,
Trast in no hertly thing [y]at may be,
For ye warld is noght bot vanite.101
This particular fortune concerns the foolishness of pursing worldly things, and recalls to the
reader a need to set his or her sights on God. The author is concerned not only with imparting a
general knowledge of the future, but also reinforcing Christian moral practices. Chance in the
Middle Ages, as Howard Patch has argued, often becomes subservient to divine providence in
order to normalize previously conflicting ideas about future events.102 Building from this
conventional medieval concept of chance, Thomas Cavanagh also writes that “[fortune’s] real
function was to encourage the soul to choose the higher road of the spiritual life.”103 In
accordance with a Christian model of moral truth, chance in this particular dice-poem is not
associated with the goddess Fortuna or romantic outcomes, but is interpreted as a state of luck
governed by God’s providence. Fortune 6.6.3, for instance, asks the player to “cast a nother
schaunssce / gyf you wilt yi seluen auaunsse,” and 4.4.2 foresees that the player will “hau ‘e’ god
hape, go wher you go”—fortunes that reinforce a general state of goodwill.104 Fortune 5.5.3 even
goes so far as to combine elements of chance and divine providence to effect a player’s outcome:
the author begin with “swinis and trai is thi schaunce, / gode is mighty ye to auaunce” and then
states how the player should put their trust in the virgin Mary.105 Again reflecting this
101
Braekman, “Fortune-Telling,” lines 92-95.
102
Howard Patch, The Goddess Fortuna in Mediaeval Literature (Cambridge, MA: Harvard University
Press, 1927), 19.
103
Thomas Kavanagh, Dice, Cards, Wheels, 15.
104
Braekman, “Fortune-Telling,” lines 15-16 and 154.
105
Ibid., lines 93-96.
44
generalized, non-linear view of chance, the poet does not place varying weights on the numbers.
Organized by combination from 6.6.6 to 1.1.1 and depicted by red or black dice (or, as in one
manuscript, Arabic numerals), the outcomes and their subsequent fortunes seem to be equally
randomized. 1.1.1, for example, is often regarded among gambling circles as the worst roll.
Although the final outcome is not favourable, the poet does not hint at this gambling convention;
instead he remarks that the player should pray hard in order to be redeemed.106 While this use of
prognostication would usually suggest that the poem was used for serious purposes, a certain
number of fortunes do hint at playful matters of love, which were an addition from a different
manuscript as noted by Braekman.107 For the player, the scribes' amalgamation of generalized,
prophetic fortunes and amorous love allows a freedom of interpretation as the poet(s) rarely
invoke any specific desire. In this manner, the game could be played with serious intentions or it
could be played as a ludic pastime. Whatever the reader’s intention, the poets and scribes make
clear that the moral agenda is the highest priority.
From the few interactive game-texts discussed in this chapter, the signification of the
ludic function is often signaled through ordinatio and aesthetics, such as the placement of the
Chaunce of the Dyse among other texts encouraging debates on matters of love in Oxford,
Bodleian Library, MS Fairfax 16 and Oxford, Bodleian Library, MS Bodley 638 (e.g., alongside
La Belle Dame Sans Mercy) and its dice pictographs accompanying each stanza. Such position
and visual markers cannot be construed with certainty as a ludic function, however; more often,
the signal for play occurs either in the text itself, such as in the demandes d’amour collections, or
through the audience’s own purposes for using the text, such as the anonymous dice-poem which
106
Ibid., lines 221-24.
107
Ibid., lines 3-29.
45
appears alongside decidedly non-ludic texts. When is a text then not a game? In the little-known
Middle English prophetic poem “When Sunday goeth by D and C,” the reader casts dice much
like the anonymous dice-poem. While the use of dice may at first glance suggest a ludic function,
the purpose of the poem is political rather than personal. Found in at least fourteen manuscripts,
the poem appears most often in miscellanies with other prophetic texts, many of which deal with
the War of the Roses and England.108 In Oxford, Bodleian Library Rawlinson D.1062, for
instance, the poem appears on fol. 93v, sandwiched between “The Prophisies of Rymour, Beid,
and Marlyng” (ff. 92-94) and a metrical prophecy about the future of England (ff. 119-120v).109
In four manuscripts, “When Sunday goeth by D and C” is paired with another poem that reveals
political prophecy via the stars.110 Although a number of variants depict the dice in-text via
pictograph (see, for instance, London, British Library, MS Harley 559, fol. 39rv), the poem itself
closely follows the tradition of prognostication and functions more like the texts with which it is
paired. The poet designates six and one as the best and worst rolls, respectively: “Evermore
schalle the {six} be the best cast on the dyce / Whan that {one} beryth up the {six} ynglond
108
The extant manuscripts are: Cambridge, Cambridge University Library, MS Ii.6.11; Cambridge,
Trinity College, MS O.2.53; Dublin, Trinity College, MS 516; London, British Library, Cotton Cleopatra
C.IV; London, British Library, MS Harley 559; London, British Library, MS Harley 7332; London,
British Library, MS Sloane 2578; London, Public Records Office, MS SP 1/232; Oxford, Bodleian
Library, Arch. Ee. B. 8; Oxford, Bodleian Library, MS Rawlinson D.1062; London, British Library,
Cotton Rolls II 23;
109
See also the contents of the sixteenth-century commonplace miscellany London, British Library,
Lansdowne 762 that includes the poem: proverbs and gnomic verses; texts discussing anger and discord; a
recipe for removing wine, water, and milk stains; three prophetic poems on the conquest of France; The
First Scottish Prophecy; various animal prophecies; and poems against marriage. For more information
about this manuscript, see: David Reed Parker, The Commonplace Book in Tudor London: an
Examination of BL MSS Egerton 1995, Harley 2252, Lansdowne 762, and Oxford Balliol College MS 354
(Lanham, MD: University Press of America, 1998).
110
Cambridge, Trinity College O.2.53, f. 41r; London, British Library Cotton Cleopatra C.IV, f. 123v;
London, British Library Harley 559, f. 39r; and London, British Library Lansdowne 762, f. 96r.
46
schal be as paradice.”111 The prognostication of the poem concerns the general well-being and
stability of England, as line 6 indicates with the prophecy of a new king to rule if the reader
happens to throw a two: “Ye schal have a newe kyng at a new paarlament.”112 Dice were used
widely as prognostication tools in the Middle Ages and the combination of dice and poetry alone
does not therefore suggest a ludic function.
Returning to the question of whether Jean de Meun’s Le dodechedron de fortune is in fact
a medieval game, we can speculate that the text certainly served a ludic function not unlike the
other nonlinear interactive texts discussed above and contains a number of elements found in
other game-texts. The text focuses on the individual rather than the political, aligning more
closely with other ludic texts, but does not emphasize any particular theme; instead, the text also
maintains a fluidity in both content and purpose since the text could just as easily be used by a
reader attempting to find answers to life’s difficult questions. Media and digital humanities
scholars have often used premodern texts such as the prophetic Chinese I Ching as examples
when explaining concepts in interactive electronic literature. The textual matrix in Le
dodechedron de fortune also generates a plurality of possibilities that can be interpreted as ludic
or non-ludic depending on the audience. In his discussion of cybertext readers, Aarseth notes that
“you are constantly reminded of inaccessible strategies and paths not taken, voices not heard”
when reading a non-linear text.113 This is also true of medieval game-texts, but not in a sense that
the text formulates a linear narrative path through player choice; rather, the feedback loop in the
manuscript or game creates a fictive (‘virtual’) reality that is unique to each game session.
111
Dublin, Trinity College, Dublin 516, fol. 118, lines 1-2. The transcription is my own. Brackets
represent pictograph of dice corresponding to the number.
112
Dublin, Trinity College, Dublin 516, fol. 118, line 6.
113
Aarseth, Cybertext, 3.
47
“Cybertext,” Aarseth writes, “shifts the focus from the traditional threesome of author/sender,
text/message, and reader/receiver to the cybernetic intercourse between the various
participant(s).”114 These game-texts appear at first to be akin to the “choose-your-own-
adventure” interactive fiction popularized in the 1980s, but they do not include the same
assumptions that characterize the modern interactive fiction genre (e.g., partial knowledge and
inputs). In his analysis of electronic interactive fiction, Nick Montfort, for instance, notes how
the genre requires an “explicit challenge and a verbal literary work”—elements that are not
always present in medieval game-texts.115 I highlight the concepts developed in interactive
fiction criticism here because this genre is often considered a game, though the nature of
interactive fiction as game is rarely discussed. Montfort notes how:
The typical interactive fiction game differs from a game like chess not only because the
players in chess oppose each other but because in that game total information about the
situation is always available to players. Not only is the state of the game (i.e., the
situation of the IF world) known only in part in interactive fiction, but the workings of
this world (and of the interface to it) are at first also only partly known.”116
If we were to define medieval game-texts under these criteria, however, they would not qualify
as interactive fiction or a game, for they are not necessarily competitive (though games like Le
Roi Qui Ne Ment can set up players in opposition) and the text is completely known to the
players, whether they choose to read it linearly or nonlinearly. In this way, medieval game-texts
do not easily fit into discussions of modern interactive fiction, yet they are more than the sum of
114
Aarseth, Cybertext, 22.
115
Nick Montfort, Twisty Little Passages: An Approach to Interactive Fiction (Cambridge: The MIT
Press, 2005), 3.
116
Montfort, Twisty Little Passages, 34.
48
their parts: they present an interactive ludic experience in potentia on the page, thereby moving
beyond the idea of playful linguistics theorized by Marie-Laure Ryan in Narrative as Virtual
Reality.117
In Twisty Little Passages: An Approach to Interactive Fiction, Montfort notes that the
“pleasure involved in interaction is not simply that of reading. Nor is it entirely alien from that of
reading.”118 Medieval game-texts reveal a complex network of text, manuscript, poet, and
audience that serves to create a ludic textual experience. These games function as both social and
literary activities that encourage participation through the manuscript interface and interactive
mechanics. While medieval audiences considered them as parlour games to be played in a social
gathering, the texts nevertheless struggle to find coherence within modern definitions of game
and its modern cousin interactive fiction. Indeed, they straddle the line between game/play,
game/literature, and ludic/nonludic depending on a particular audience’s desires, lusory attitude,
and cultural circumstances.119 More recent definitions, such as Thomas Malaby’s notion of game
as a “semi-bounded and socially legitimate domain of contrived contingency that generates
interpretable outcomes” perhaps offers the most relevance to a medieval game-text, but still falls
117
Marie-Laure Ryan designates three ways in which a text can be considered a game: literally (through
fixed constraints such as poetic metre), metonymically (offering a problem for the reader to solve like a
riddle or include a game mechanism), and metaphorically (participation in a verbal competition that
involves skill where the text itself is not the ludic activity). While certain medieval game-texts embody
some of these categories (e.g., the Chaunce of the Dyse could be considered metonymic since it uses
dice), I would argue that none satisfy any category completely, for the ludic experience of the game-text
is made up of a complex network of manuscript, text, poet, and player (e.g., its poetic form or use of
dice). Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
(Baltimore: The Johns Hopkins University Press, 2001), 179-81.
118
Montfort, Twisty Little Passages, 3.
119
A modern equivalent that troubles definitions of games is the sandbox simulation genre where the
goals of the game (whether personal or shared) rarely take priority over the activity of building and
creativity (e.g., MineCraft and SimCity).
49
short in capturing the dual-purpose ludic or non-ludic experiences that these texts offered
audiences. From this discussion of medieval game-texts, I propose the following features for
identifying medieval games:
1. A formal system that can be either open or closed. Given the modularity and plurality of
forms medieval literary games enjoyed as they circulated, games could include a plurality
of formal rules, regional styles, and so on. Thus, the game still contains certain
constraints, but the rules are often not static; rather, they can change based on the
audience’s tastes, region, language, and purpose—thereby creating derived types that are
nevertheless still comprise an activity that is more structured than general ‘play.’
2. Outcomes are not always known, quantifiable, or disequilibrial (e.g. win/lose structure).
Games do not always include a beginning, middle, and end, but are at the discretion of
the players.
3. Games contain negotiable consequences: in Jesper Juul’s words, “games are
characterized by the fact that they can be assigned consequences on a per-play basis.”120
Games can thus be played with or without real-life consequences; this fluidity of
interpretation reflects medieval ideas of games.
4. Interactive participation and player effort can be competitive or non-competitive. A
game-text can elicit participation through literary modes. Contrary to many modern
definitions, the concept of player effort in many medieval game-texts does not
necessarily need to be challenging.
5. Games emphasize social activities and serve a social function. While modern games
often include individuals versus non-human agents (e.g. playing tic-tac-toe against a
120
Juul, Half-Real, 36.
50
computer), medieval literary games were inherently social and could be played either by
one gender or in mixed company.
These criteria also align with other tabletop games enjoyed in the Middle Ages. On fol. 157v of
London, British Library, MS Royal 13 A XVIII a backgammon board is etched in the space
below the end of a travel route listing the towns one passes when travelling from London to
Avignon via Amiens and Clermont-Ferrand (Figure 1.2).121
121
For an updated Latin transcription of the text, see Ulrich Schädler, “Das Spiel der Engländer.
Backgammonspiele im Ms. Royal 13 A xviii der British Library,” in Sport und Spiel bei den Germanen,
ed. Matthias Teichert (Berlin: de Gruyter, 2014), 109-62.
51
Figure 1.2: London, British Library, MS Royal 13 A XVIII, fol. 157v
Labeled “Ludi ad tabulas,” the following page includes a list of several games and their variant
rules as well as five game problems in Latin that can be played with the board, showing how the
game of backgammon could change depending on the region or players. The game board does
52
not signal a particular game, but rather acts as an empty vessel for a number of games, problems,
and variants. Furthermore, while the travel route and list of games seem distinct, the game board
image acts as a pictorial hinge, linking them together. Inked in the same hand as the travel route,
the play spaces of the board follow an alphabetic numeric system for placing pieces (similar to
the chess problems discussed in Chapter 2) and may have been used as a practice board in order
to learn different games or solve game problems presented in the subsequent pages. More
curious is the order of the games and problems, which begin with an English game (“Ludus
Anglicorum”) and turn to French Games such as “Fayle” and “Ludus Lombardorum” [The
Lombard Game] following the geographic route from London to Southern France outlined in the
travel route. While evidence is scant, I posit that the texts enabled the traveller to play the
various games and rules from different regions with fellow players of the area―an imaginary
space that is also wholly connected to the geographical spaces mapped by the text. The game
board also serves a dual purpose and could be used for formal games or problems with differing
outcomes and negotiable consequences.
1.3 Conclusion
In this chapter I demonstrated how, in the words of Betsy McCormick, “[m]edieval
games provide an earlier starting point and foundation for studying how games both affect and
reveal culture: while the Middle Ages inherited games such as chess and backgammon from
earlier periods, its players molded games into forms that are still recognizable today.”122
122
Betsy McCormick, “Afterword,” in Games and Gaming in Medieval Literature, edited by Serina
Patterson (New York: Palgrave MacMillan, 2015), 215.
53
Medieval game-texts operate through different means than modern games and other forms of
recreation. As texts like The Chaunce of the Dyse and “Ludi ad tabulas” illustrate, medieval
games are not simply static, mechanized systems. Modern definitions of games do not
sufficiently take into account the cultural production and dissemination of medieval games and
their relation to other forms of recreation (i.e. vernacular literature). Game-texts, as I have
shown, trouble modern definitions of ‘game’ because they demonstrate how medieval texts and
manuscripts could accommodate different types of entertainment and interactivity that we no
longer associate with books and reading. Medieval audiences enjoyed a fluidity and openness in
their play and design of games—a notion that I explore in further detail through an analysis of
medieval game problems in the next chapter—and therefore offer the field of cultural game
studies a more comprehensive development of the idea of ‘game.’
54
Chapter 2
—
Mind Games: Learning, Skill, and the Pleasures of the
Problem
Could we look into the head of a chess player, we should see there a whole world of feelings,
images, ideas, emotion, and passion. –Alfred Binet123
It is better to follow out a plan consistently even if it isn't the best one than to play without a plan
at all. The worst thing is to wander about aimlessly. –Grandmaster Alexander Kotov124
In Hilary Mantel’s award-winning historical novel Wolf Hall (2009), Thomas Cromwell’s
apprentice, Thomas Avery, smuggles in “Luca Pacioli’s book of chess puzzles” to him while he
is taken ill. Cromwell has quickly “done all the puzzles, and drawn out some of his own on blank
pages at the back. His letters are brought and he reviews the latest round of disasters.”125 At first
glance, the book of chess problems is likened to a trivial activity in a list of tasks: a pleasurable
amusement to pass the time and relieve boredom while Cromwell, an avid chess player, regains
his health. Yet the chess problems, on closer inspection, both become both a motif for the larger
legal and political moves Cromwell plays in the court of Henry VIII as the king’s chief minister
and act as an activity that keeps his mind sharp in order to perform his job successfully. For
123
Alfred Binet, Psychologie des grands calculateurs et joueurs en echec (Paris: Hachette, 1894), 33.
124
Alexander Kotov, Think Like a Grandmaster, trans. Bernard Cafferty (London: Batsford, 1971), 137.
125
Hilary Mantel, Wolf Hall (New York: Fourth Estate, 2009), 508.
55
Mantel’s Cromwell, chess puzzles stand in as a method for solving problems when the political
landscape of the Tudor court is not readily available.
A subtler detail in the scene is Mantel’s specific attribution of chess problems to Fra Luca
Bartolomeo de Pacioli (1446/7-1517), an Italian Franciscan friar, mathematician, and prominent
figure in the development of early accounting practices. The text Mantel alludes to is a treatise
on chess, titled De Ludo Scacchorum [On the Game of Chess], composed around 1500 by Pacioli
and re-discovered by book historian Duilio Contin in Count Guglielmo Coronini’s 22,000-
volume private library in 2006.126 Dedicated to the chess enthusiast Isabella d’Este, the
manuscript includes one hundred chess problems that Franco Rocco speculates may have been
designed and drawn by Leonardo da Vinci, Pacioli’s friend, due to their adherence to the Golden
Mean (a numeric ratio of approximately 1: 1.618).127 Additionally, the collection includes an
amalgamation of problems that use either medieval or modern rules, called “a la rabiosa” [the
furious], which refers to the queen’s new, more powerful movement.128 Composed for both
edification and entertainment, Pacioli’s (and possibly da Vinci’s) problems provide a rare
glimpse into the game’s transition to modern rules, a juxtaposition of rules that begin to appear
in other manuscripts across Europe in the fifteenth and sixteenth centuries.129 In Wolf Hall,
Cromwell does not simply solve Pacioli’s problems, but composes his own “on blank pages at
the back” of the manuscript, indicating his prowess at chess and, more abstractly, his mastery of
126
Attilio Bartoli Langeli and Enzo Mattesini date the manuscript between the late fifteenth and early
sixteenth century.
127
Franco Rocco, Leonardo and Luca Pacioli, the Evidence: New Rules New Shapes in the Manuscript of
Luca Pacioli about Chess (Lexington: CreateSpace, 2013).
128
See Mark Taylor “How Did the Queen Go Mad?” in Chess in the Middle Ages and Early Modern Age:
A Fundamental Thought Paradigm of the Premodern World, ed. Daniel O’Sullivan (Boston: De Gruyter,
2012), 169-84.
129
Murray, A History of Chess, 776-810 (see chap. 1 n. 7).
56
political strategy. Chess here stands in as a metaphor for emerging early modern politics:
Cromwell’s compositions are original, contributing to new ideas alongside Pacioli rather than
copying older Arabic and Muslim problems. As a man rising in political stature from among the
lower ranks of society, Cromwell is, in effect, also creating this new political game as much as
he participates in it, pioneering new forms of political maneuverings in early modern England—
that is, moves that mark a distinct shift from medieval to early modern practice. Just as the
changing rules in chess mirror a continent in transition, Pacioli’s and Cromwell’s chess problems
become a space to showcase skill of the game and, for Cromwell, to develop skills for problem-
solving that he will later apply to other areas of his life.
This wider, more general application of games to non-game-related tasks—a hypothesis
that considers whether playing games can not only improve cognitive abilities such as memory
and attention, but also enable a transference of expertise to other tasks—is currently a prevailing
area of research in the fields of cognitive psychology and neuroscience. “Can human thinking be
studied using games?” ponders Pertti Saariluoma in his investigation of the thinking of chess
players and the impact of chess on mental faculties.130 Cognitive scientists Mark Blair, Jozef
Pisk-Dubienski, and Alexander Lee, et al. at Simon Fraser University have also recently begun a
large-scale study investigating how players become experts at a skill, using Blizzard
Entertainment’s action-strategy game StarCraft II as a controlled environment. Using a dataset
Pertti Saariluoma, Chess Players’ Thinking: A Cognitive Psychological Approach (New York:
130
Routledge, 1995), 3. For study of tasks that chess players of various skill levels perceive, see also William
Chase and Herbert Simon, “Perception in Chess,” Cognitive Psychology 4 (1973): 55-81.
57
of 3,305 players, aged 16-44, Blair has found cognitive-motor performance decreases after the
age of 24 regardless of skill at the task.131 As Blair, et al. write:
[o]ne possible concern is that our finding of age-related decline in StarCraft 2 could be
due to a speed accuracy trade-off: older players become slower in virtue of focusing on
accurate movements or strategic planning. It is straightforward to imagine this kind of
trade-off in a strategy game like chess, where one could improve one's decisions by
spending more time exploring possible moves.132
Players thus reveal how we as humans cultivate learning. In light of the recent rise of so-called
‘brain training’ digital applications, software, and exercises that claim to improve cognition,
psychologist Eliot T. Berkman has also conducted a study showing that the brain can improve
performance for a given task, but that cognitive improvement does not necessarily transfer to
other environments.133 Expertise at chess and StarCraft II, in other words, may not generalize to
other problem-solving tasks that require strategic thinking. Conversely, neuroscientist Joaquin
Anguera, et al. studying motor control in adults ages 60-85 found that playing video games could
enhance multitasking ability and cognitive control, “highlight[ing] the robust plasticity of the
prefrontal cognitive control system in the ageing brain.”134 Likewise, the Nintendo DS game
Brain Age: Train Your Brain in Minutes a Day!, which is based on neurologist Ryuta
Kawashima’s Train Your Brain: 60 Days to a Better Brain and has sold over 33 million copies to
131
Joseph J. Thompson, Mark Blair, and Andrew J. Henrey, “Over the Hill at 24: Persistent Age-Related
Cognitive-Motor Decline in Reaction Times in an Ecologically Valid Video Game Task Begins in Early
Adulthood,” PLoS ONE 9.4 (2014): n.p., accessed April 18th, 2014,
http://www.plosone.org/article/info%3Adoi%2F10.1371%2Fjournal.pone.0094215#pone.0094215-
Chase1.
132
Ibid.
133
Eliott T. Berkman, Lauren E. Kahn, and Junaid S. Merchant, “Training-Induced Changes in Inhibitory
Control Network Activity,” The Journal of Neuroscience 34.1 (2014): 149-57.
134
J. A. Aguera, et al. “Video game training enhances cognitive control in older adults,” Nature: The
International Weekly Journal of Science 501.7465 (2013): 97.
58
date, includes puzzles, music, memory recall, Sudoku, and other exercises to improve cognition.
Aimed at older players, Brain Age argues that completing these puzzles keeps certain regions of
the brain active, thereby developing increased mental capacity. The game also includes charts
that track the ‘age’ of your brain in human years based on the player’s performance and devises
strategies for cognitive development.135 Game studies scholar Jesper Juul remarks that games are
“fundamentally a learning experience” in their ability to provide challenges for players, but, as
psychologists and neuroscientists are currently debating, this ability to learn new skills can be
potentially applicable both inside and outside the game.136
Was there an association between games, learning, and skill acquisition in the Middle
Ages, such as those suggested by Mantel? Were games thought of as useful for gaining
knowledge and improving cognitive ability? How were games taught, given their many regional
variations, and what role did narrative play in the composition of these problems? This chapter
addresses these questions by continuing the discussion of games as fluid textual objects I began
in Chapter 1 by examining one form in which knowledge and application of games circulated in
manuscripts: problems. Game problems—that is, puzzles composed within a closed, logical
system containing a definite solution—have long been enjoyed by players not only as
recreational activities, but also as exercises to learn techniques to improve their skill at the game.
As compositions found in manuscripts that negotiate the interplay between entertainment (the
pleasure of the problem) and education (learning new skills), game problems present model cases
135
While a number of neurologists have argued that Brain Age is effective for combatting dementia
Alzheimer’s, others remain skeptical of its ability to improve increase a player’s cognition.
136
Jesper Juul, Half-Real, 5 (see chap. 1 n. 3).
59
for examining how medieval players and readers thought of games as ways in which to gain
knowledge, skill, and improve their lives.
Consider, for instance, problem seventy-three in Alfonso X’s encyclopedic magnum
opus, Libro de los Juegos [The Book of Games] (Figure 2.1):
Figure 2.1: Problem 73, Libros de los juegos
Written around 1282, the text features problems and instructions for a variety of games played in
the Spanish courts at the time, including chess, merels, tables, dice, and astronomical games.
This particular problem is not of Arabic origin, but rather part of a supplementary collection of
fifteen problems composed in thirteenth-century Europe. The other eighty-eight problems are
60
derived from Arabic manuscripts. Problem seventy-three is a chess mate in three puzzle that is
solved by checkmating with a black pawn—a move considered highly skilled, for the lowest
valued piece wins against the highest valued piece (Figure 2.1).137 While the problem promises
to teach the player a coveted chess move, which would certainly showcase a player’s skill and,
more importantly, one’s prestige, the problem is but one piece in Alfonso’s larger allegory for
leading a balanced and virtuous life.138
Chess problems, which I discuss in detail below, exemplify complex spaces for
understanding the game. In Chaucer’s The Book of the Duchess, for instance, the Black Knight
blames his defeat at a game of chess against Lady Fortune on his lack of skill, believing more
practice with chess problems may have helped thwart the loss of his ferse (queen):
Ful craftier to pley she was
Than Athalus, that made the game
First of the ches, so was hys name.
But God wolde I had oones or twyes
Ykoud and knowe the jeupardyes
That kowde the Grek Pictagores!
I should have pleyd the bet at ches
And kept my fers the bet therby.139
Here the Black Knight believes that intellect and knowledge of the game is the chief, and only,
factor in determining the outcome. Jenny Adams notes the Black Knight’s use of chess in this
instance to gamble for Blanche’s life, and other literary critics have considered the game
137
Solution: 1. Kc3; 2. Ktb2 +; 3. Pd3 m. See Murray, A History of Chess, 570-71 and Sonja Musser
Golladay, “Los Libros de Acedrex Dados E Tablas: Historical, Artistic and Metaphysical Dimensions of
Alfonso X’s ‘Book of Games,’” PhD Dissertation (University of Arizona, 2007), 307-09.
138
Luis Vázquez de Parga, "Alfonso X el Sabio," in Libros del ajedrex, dados y tablas, eds. Vicent García
Editores, Valencia, and Ediciones Poniente (Madrid: Patrimonio Nacional, 1987), 13–28.
139
Geoffrey Chaucer, The Book of the Duchess, The Riverside Chaucer, ed. Larry D. Benson, 3rd edn.
(Boston: Houghton Mifflin, 1987), lines 662-69.
61
metaphor as a deliberate rhetorical strategy or “confused” application of grief.140 But the chess
game also reveals a dual sense of loss: fortune proves to be a formidable, “[f]ul craftier”
opponent who calls checkmate “in the myd poynt of the checker” (660)—often regarded in the
Middle Ages as one of the most difficult tactics to checkmate an opponent. As the Black Knight
states, “[m]yself I wolde have do the same, / Before God, hadde I ben as she; / She oghte the
more excused be.” The chess problems act as a mnemonic device, whether to recall patterns or
positions, but Chaucer paints the irony of the game in the problem: despite a foreseeable loss
against Lady Fortune, the Black Knight nevertheless characterizes the jeupardyes as the key for
securing victory.
Game problems in the later Middle Ages—such as the encyclopedic jeu-parti collections
composed primarily for table games—gained occasional use as tools for increasing one’s skill at
gaming, often for the purpose of winning wagers at court in addition to being pleasurable
intellectual exercises. Despite the prevalence of game problem collections across Europe,
including seven extant problem collections in later medieval England, scholars have paid little
attention to the genre, with the exception of chess historian Harold Murray in his pioneering tour
de force, A History of Chess. This chapter provides a fresh investigation of medieval game
problems—namely recreational mathematics and chess problems—by addressing how these texts
exemplify ideas of skill, mastery, and pleasure within different social contexts, from gentry
140
Jenny Adams, “Pawn Takes Knight’s Queen: Playing with Chess in The Book of the Duchess,” The
Chaucer Review 34 (1999): 132-34. Margaret Connolly, “Chaucer and Chess,” The Chaucer Review 29
(1994): 43. Connolly’s argument seems to be based partially on Franklin D. Cooley’s older article, which
argues that the line “Thogh ye had lost the ferses twelve” should be omitted from future editions. Franklin
D. Cooley, “Two Notes on the Chess Terms in The Book of the Duchess,” Modern Language Notes 63
(1948): 34-35. Guillemette Bolens and Paul B. Taylor, “The Game of Chess in Chaucer’s Book of the
Duchess,” The Chaucer Review 32 (1998): 325.
62
households to clerical cloisters and abbeys. Game problems are more than simple exercises: they
incorporate varying degrees of storytelling, aesthetics, layout, and compilation strategies in order
to create interactive experiences for players, who use problems as supplements to learning the
game or—similar to websites like Lumosity—as tools to sharpen mental faculties. As a result,
game problems demonstrate how medieval games, like game-texts, could be used for multiple
purposes depending on the .needs of their players. The first section examines how mathematical
problems, as the first type of problem in the Middle Ages used as tools for learning and skill
acquisition, become intertwined with recreation and games. Building on Murray’s initial
observations of chess problems, collections, and manuscripts, the second section traces the
reception and compilation of chess problem collections in later medieval England. In both
instances, game problems, which have their roots in medieval education, intersect with ideas of
learning and cognition and display the fluidity and adaptability of medieval games.
2.1 Algebra is for Lovers
Problem solving is at the heart of all mathematics in medieval and modern educational
curricula;141 it involves both a task and a motivated solver who must act in order to solve a
problem. Problems demand active participation, requiring the solver to play along and initiate the
experience. In order to be considered a mathematical problem, mathematical concepts and
principles must be used in the derivation of an answer. While problems may appear as a word or
visual problem, such a composition stands in to illustrate a technique or a mathematical concept.
See, for instance, Alan H. Shoenfeld, “Learning to Think Mathematically: Problem Solving,
141
Metacognition, and Sense Making in Mathematics,” in Handbook for research on Mathematics Teaching
and Learning, ed. D. Grouws (New York: MacMillan, 1992), 334-70.
63
Recreational mathematics, a branch of mathematics composed for entertainment that often
describes unrealistic situations, highlights the enjoyment of problem-solving as a meaningful
activity. Puzzles and problems adhere to specific rules and have set goals but they are, for the
most part, not inherently competitive in nature. While modern game studies scholars separate
games from puzzles, their aspects in the Middle Ages are closely linked and, using the
framework I outlined in Chapter 1, could be considered game-like, especially for problems that
appear in collections of demandes d’amour or among textual game boards.142 A solver completes
the problem by discovering the solution, but does not necessarily lose if he or she cannot solve
the puzzle. Game designer Chris Crawford elaborates that puzzles are static and unchanging
while games are dynamic, but modern exceptions—such as the card game Solitaire and the
adventure video game genre—do exist. For medieval games and game problems, each
playthrough can have a number of divergent possibilities, while a modern crosswords or chess
puzzles do not often change on the page with each interaction.143 Mathematical problems can
range from abstract puzzles to familiar, relatable situations in need of resolution. Due in part to
their ability to intermingle algebra and storytelling, recreational problems can also reflect
cultural ideas and values in their depictions of objects and issues or in the real-world application
of a solver’s approach.
The earliest recreational mathematical problems in Europe stemmed from algebraic
exercises used to teach principles of algebra and other mathematical concepts and were not
142
For a discussion of the ontological difference between puzzles and games, see Veli-Matti Karhulahti,
“Puzzle is not a Game! Basic Structures of Challenge,” in Proceedings of DiGRA 2013: DeFragging
Game Studies, DiGRA, accessed August 22, 2013, http://www.digra.org/wp-content/uploads/digital-
library/paper_179.pdf.
143
The distinction between games and puzzles is difficult to discern and thoroughly subjective. Crawford,
The Art of Computer Game Design, 13 (see chap. 1 n. 28).
64
originally associated with other known games. The oldest known collection of recreational
mathematical problems, the Latin treatise Propositiones ad Acuendos Juvenes [Problems to
Sharpen the Young], was first composed in Anglo-Saxon England; written by Alcuin of York (c.
740-804), Propositiones exists in twelve extant manuscripts (the earliest manuscript dates from
the late ninth century and others extend to the eighteenth century).144 The fifty-three problems
combine narrative and logic, wherein the end of the story reveals the solution. Problem eighteen,
for instance, presents the reader with one of the first “river-crossing” problems, titled “The
Problem of the Wolf, the Goat, and a Bunch of Cabbages”:
Homo quidam debebat ultra fluvium transferre lupum et capram et fasciculum cauli, et
non potuit aliam navem invenire, nisi quae duos tantum ex ipsis ferre valebat.
Pracceptum itaque ei fuerat, ut omnia haec ultra omnino illaesa transferret. Dicat, qui
potest, quomodo eos illaesos transferre potuit.
Solutio: Simili namque tenore ducerem prius capram et dimitterem foris lupum et
caulum. Tum deinde venirem lupumque transferrem, lupoque foras misso rursus capram
navi receptam ultra reducerem, capramque foris missa caulum transveherem ultra, atque
iterum remigassem, capramque assumptam ultra duxissem. Sicque faciente facta erit
remigatio salubris absque voragine lacerationis.145
[A certain man had to take a wolf, a goat, and a bunch of cabbages across a river. The
only boat he could find could only take two of them at a time. But he had been ordered to
transfer all of these to the other side undamaged. Say, he who is able, in what manner the
man was able to cross the river with the goods intact?
Solution: I would take the goat and leave the wolf and the cabbage. Then I would return
and take the wolf across the river. Having put the wolf on the other side I would take the
goat back over. Having left that behind, I would take the cabbage across. I would then
row across again, and having picked up the goat take it over once more. Thus, by doing
all this rowing the man will become healthy, and without any lacerating catastrophe].
144
Menso, Folkerts, ed., Die älteste mathematische Aufgabensammlung in lateinischer Sprache: Die
Alkuin zugeschriebenen: Propositiones ad Acuendos Iuvenes (Wien: Springer, 1978), 13–80, see esp. pp.
15-21 for a list of extant manuscripts that contain Propositiones ad Acuendos Juvenes. See also: John
Hadley, “Problems to Sharpen the Young,” The Mathematical Gazette 76 (1992): 102-26.
145
Folkerts, Die älteste mathematische, 54-55. All translations from Latin are my own.
65
While the problems are presented as recreational puzzles, Alcuin’s writing and posing of the
problem nevertheless attempts to help improve mental faculties. Alcuin also composed the first
problems for children and desired stories, objects, and subjects that would be both familiar and
delightful for retaining attention—a methodology that he could have certainly borrowed from
texts such as Horace’s influential Ars Poetica (19 BCE).146 As Horace writes in his oft-quoted
dictum, “aut prodesse uolunt aut delectare poetae / aut simul et iucunda et idonea dicere vitae”
[poets aim either to benefit, or to amuse, or to utter words at once both pleasing and helpful to
life].147 For Horace, poets should aspire to teach and delight, rather than, to use St. Paul’s
imagery, separate the wheat from the chaff.148 From their inception in medieval culture,
mathematical problems, such as those composed by Alcuin, were often infused with a sense of
pleasure for the ease of learning.
Alcuin’s problems are not only often written as descriptive stories, but the themes he
employs also relate to objects and events from everyday life, from ploughing fields to
propositions of marriage. The object of the problems was, of course, to teach the reader
mathematical principles or, at the very least, provide an interesting puzzle to pass the time, but
146
D.A. Russell, “Ars Poetica,” in Horace, ed. C.D.N. Costa (London: Routledge and Kegan Paul, 1973),
113-34 and 137.
147
H. Rushton Fairclough, trans., “The Art of Poetry,” in Horace: Satires, Epistles and Ars Poetica
(Cambridge, MA: Harvard University Press, 1926), 478-79.
148
By mingling pragmatism with pleasure with regard to poetry, Horace’s doctrine continued to influence
writers and educators well into the Early Modern period. As Robert Matz argues, Horace’s marriage of
profit and pleasure in relation to poetry “created a conflict over the value of labor or leisure, and an
uncertainty about which activities constituted either” for early modern writers. Defending Literature in
Early Modern England: Renaissance Literary Theory in Social Context (Cambridge: Cambridge
University Press, 2006), 1.
66
Alcuin’s emphasis on everyday events also displays a certain practicality to the problems.
Problem twenty-one, for instance, asks the solver how many sheep can be put into a field:
Est campus, qui habet in longitudine pedes C C et in latitudine pedes C. Volo ibidem
mittere oves, sic tamen, ut unaquaeque ovis habeat in longitudine pedes Vet in latitudine
pedes IV. Dicat, rogo, qui valet, quot oves ibidem locari possunt.
Solutio: Est campus, qui habet in longitudine pedes C C et in latitudine pedes C. Volo
ibidem mittere oves, sic tamen, ut unaquaeque ovis habeat in longitudine pedes Vet in
latitudine pedes IV. Dicat, rogo, qui valet, quot oves ibidem locari possunt.149
[There is a field with a length of 200 feet and a width of 100 feet. I want to place sheep in
it so that each sheep has a space of five feet by four feet. How many sheep can be put in
the field?
Solution: This field has the length of 200 feet and breadth of 100 feet. The number of
fives in 200 is 40; dividing 100 by 4 the fourth part of 100 is 25. Since there are 40 fives
and 24 fours, 1000 fills the quota. Therefore, this is the number of sheep that can be
placed into the field].
The agricultural economic problem here reveals how, for many of the algebraic problems,
solvers could apply them directly to their own real-world concerns, whether for increasing the
efficiency of their operations or gaining profit.
Indeed, recreational mathematics problems originated from mercantile trade and many
problem collections deal chiefly with finance, exchange, and other issues relevant to the lives of
merchants. In his discussion of the rise of algebra in early medieval Italy, Jacques Sesiano notes
that “Italy’s merchants, trading intensely throughout the Mediterranean, had a pressing need for
mathematics applied to commerce.”150 Typical problems for application included “sales,
expenditures, and the hiring of workers.”151 Leonardo of Pisa (famously known as Leonardo
149
Folkerts, Die älteste mathematische Aufgabensammlung, 56-57.
150
Jacques Sesiano, An Introduction to the History of Algebra: Solving Equations from Mesopotamian
Times to the Renaissance, trans. Anna Pierrehumbert (Providence, Rhode Island: American Mathematical
Society, 2009), 95.
151
Ibid., 97.
67
Fibonacci) learned mathematics for commerce from his father, a merchant who often traveled for
work to Bougie (Algeria); he later composed the Liber Abaci (1202), a treatise of fifteen chapters
including numerous recreational mathematical problems, many of which were applicable to
mercantile economics. The problem Fibonacci is perhaps most known for is a recreational
mathematical problem involving the reproduction of rabbits.152 While Fibonacci’s rabbit problem
began as a recreational exercise, it nevertheless mirrors real-world phenomena and has more
recently found utility in computational and biological algorithms.153 For modern instructional
design in education, David Jonassen argues that mathematical problems encountered by students
are not engaging due to their abstraction and cannot be extrapolated to real-world concerns.154
Conversely, the educational, economic, and mercantile origins of mathematical exercises and
recreational mathematics in the Middle Ages reveal a much more nuanced interplay between
problems and life: real-world concerns and familiar objects influence the composition and
152
The “Fibonacci Sequence” asks the solver how many pairs of rabbits will result after one year from a
single pair of rabbits shut inside a field using the following conditions: [1] the interval between two
generations, the gestation time, and the time to reach adulthood are all one month; [2] rabbits mate
immediately after giving birth to offspring; [3] each litter comprises a pair of rabbits (one male, one
female); and [4] no rabbit escapes or dies during the year. The solution follows a sequence (Fx = Fx – 1 + Fx
– 2). At the end of the nth month, the number of the pairs of rabbits is equal to the number of new pairs of
rabbits. For the first month, then, the first pair mates, so there is still only one pair. At the end of the
second month, the female rabbits gives birth to a new pair, so there are now two rabbit pairs in the field.
At the end of the third month, the first pair produces another set of offspring, so there are now three pairs
in the field. At the end of the fourth month, both the first and second pairs produce offspring, so five pairs
of rabbits exist in the field. Thus, the number of pairs at the end of the year is 377 (F14).
153
The Fibonacci sequence has, for instance, helped us reveal rhythmic patterns in nature such as the
shape of pine cones from conifer trees. See Alfred Brousseau, “Fibonacci Statistics in Conifers,”
Fibonacci Quarterly 7.5 (1969): 525-32.
154
David H. Jonassen, “Toward a Design Theory of Problem Solving,” Educational Technology Research
and Development 48.4 (2000): 63.
68
narrative descriptions of these puzzles at the same time the mathematical mechanics at play
prove useful for real-world issues.
Mathematical problems, due to their usefulness for solving everyday concerns and
playfulness, also find applicability among women educating their children and governing
households. In the Carolingian Liber Manualis (841-43), a handbook written by the Duchess
Dhuoda to her son William to help guide his social advancement and moral behavior, she
devotes book nine to computations, numerology, and mathematics, drawing her inspiration and
sources from computing manuals, and cites Augustine’s Tractates on the Gospel of John on
Biblical numerology such as the “double birth” and “double death.”155 Dhuoda was an avid
reader and had access to mathematical books. She also likely had a rudimentary understanding of
mathematics and computation. As the only book written by a woman to survive the Carolingian
period, Liber Manualis thus sheds rare insight into the education and knowledge of noble
women.
Women were often not only educators, but also household managers in charge of stock,
farming, revenue, servants, and entertaining guests.156 Christine de Pizan, in her fifteenth-century
conduct manual dedicated to Princess Margaret of Burgundy, Le tresor de la cité des dames de
degré en degré [The Treasure of the City of Ladies, also known as The Book of the Three
Virtues] (1405), discusses the various household responsibilities and tasks required in order to be
155
Marcelle Thiebaux, Introduction to Liber Manualis: Handbook for her Warrior Son, by Dhuoda
(Cambridge: Cambridge University Press, 1998), 10.
156
Joanna H. Drell, “Aristocratic Economies: Women and Family,” in The Oxford Handbook of Women
and Gender in Medieval Europe, eds. Judith M. Bennett and Ruth Mazzo Karras (Oxford: Oxford
University Press, 2013), 327-42.
69
effective managers, which often included the need to be proficient in mathematics.157 In another
household book from fourteenth-century Paris written by an aging husband to his teenage wife,
Le Menagier de Paris [The Goodman of Paris], section three (now lost in all extant manuscripts)
was dedicated to parlour games for indoor entertainment, including dice, chess, riddles, and
mathematical games. Christine Rose argues that this conduct book shapes the identity and role of
women from a male perspective: “His book of keeping house is also a book about keeping
women—in their place.”158 Nevertheless, the household management and games sections
indicate how women assumed responsibility for governance and entertainment.
If algebraic problems exhibit aspects of pleasure and edification and could be used
recreationally, then what is their relation to medieval games? In two fifteenth-century
incunabula printed by Colard Mansion of Bruges, a friend of William Caxton, a collection of
recreational mathematical problems is preserved among a larger miscellany of demandes
d’amours, titled Les Adevineaux amoureux.159 As James Hassell, Jr. notes, much of the content
for Les Adevineaux amoureux was drawn from multiple oral and written sources and compiled in
Northern France or Belgium sometime around 1470.160 The demandes d’amours, which are
questions and answers of love used in games like Le Roi Qui Ne Ment (discussed in more detail
in Chapters 1 and 3), were played among a mixed group of players and served as a social context
157
Christine de Pizan, A Medieval Woman’s Mirror of Honor: The Treasury of the City of Ladies, ed.
Madeleine Pelner Cosman, trans. Charity Cannon Willard (Tenafly, NJ: Bard Hill Press, 1989).
158
Christine M. Rose, “What Every Goodwoman Wants: The Parameters of Desire in Le Menagier De
Paris / The Goodman of Paris,” Studia Anglica Posnaniensia: International Review of English Studies 38
(2002): 397.
159
Paris, Bibliothèque Nationale de France, Rés. Ye. 93 and Paris, Bibliothèque Nationale de France, Rés.
Ye. 186. The accepted dates are c. 1479. See James Woodrow Hassell, Jr. “Introduction,” in Amorous
Games: A Critical Edition of Les Adevineaux Amoureux (Austin: University of Texas Press, 1974), xvii.
160
Hassell, Amourous Games, xxviii.
70
for intimate conversation. As questions that illuminate cultural values and relatable situations
through discussion and role-play, the demandes reflect interests and concerns found within
spaces of dalliance, much like the sections reserved for games as one way to amuse guests in Le
Menagier de Paris. Question 220 asks, for instance, to calculate the number of dinner guests
seated at the table:
Compaignons estoient assis au disner; illec survint ung aultre qui leur dist: “Dieu gard la
compagnie et feussiés ung cent.” Et l’un des compaignons respondi: “Nous ne sommes
point cent, maiz se nous estions encoires autant que nous sommes, et la moittié de autant,
et le quart de autant, et toy avecques, adont serions nous cent ne plus ne moins.” Or est a
savoir quell nombre ilz seoient au disner.161
[Companions are seated at dinner; they see another that says to them: “God guard these
companions and make them one hundred.” And one of the dinner guests responded: “We
are not at all a hundred, but we are twice as we seem, half of what we are, and a quarter,
and also you included, and we are neither more nor less than this.” How many guests are
seated at dinner?]
None of the recreational mathematical problems concern matters of love directly, but they do
contribute to a culture of polite society and good household management. For the above
question, the composer provides the algebraic equation in order to solve the problem: 2x + x/2 +
x/4 + 1 = 100, which, when solved, reveals that there are 36 guests present at dinner.162 While the
mathematical problems could be considered educational on their own, their insertion in the
demandes collection—as problems added without any visual differentiation from other
demandes—suggests that their primary purpose in Les Adevineaux amoureux was for leisure
rather than learning. Like other demandes in the collection, the algebraic problems could be
asked within a social parlour game among house guests, family, or friends. Similarly, other
mathematical problems in the collection focus on themes of feasting, wedding gifts, travel, and
161
Ibid., 55. The translation is my own.
162
To solve: 11x + 4 = 400, x = 36. Therefore, there are 36 guests present at the meal.
71
the division of estates. Five problems (214, 215, 220, 223, and 226) among the 40 mathematical
demandes explicitly focus on supper, for instance.
Earlier demandes in Les Adevineaux amoureux focus on questions of love, and the
mathematical problems add a sense of realism to the collection. Question 75, for example, asks
what is the best virtue a man or woman in this world could possess other than loyalty (answer: a
prudent manner and temperament) and Question 38 asks the player, “Sire, je vous demande
quelle chose est amours” [Sir, I ask you what is love?].163 In Les Adevineaux amoureux, the
compiler organized the miscellany by grouping different types of questions together, including a
series of prose questions of love between a Damoiselle and Chevalier (fols. 1v-13v), riddles
(fols. 14r-21r), “venditions en amours,” which are connected to Evangiles des quenouilles (a
collection of popular superstitions) (fols. 21v-23v), and mathematical problems (fols. 24r-27v).
An early modern manuscript, Chantilly, Musée Condé, MS 654 (1572), instead places the
problem collection between questions of love (fols. 45v-58v).
While the problems found in Alcuin’s Propositiones display a variety of fictitious and
real-life concerns, the mathematical problems in Les Adevineaux amoureux correspond more
directly to issues relating to élite entertainment and household management like those found or
alluded to in other domestic advice manuals—showing again how algebraic problems could be
used simultaneously as forms of entertainment and as tools applicable to, or at least familiar
with, real-world issues. Medievalists do not yet know the origin of the mathematical problem
group in the demandes collection, but the problems seem derived, in part, from mercantile
exercises similar to those composed by Fibonacci; three problems depict wine merchants (217,
163
Hassell, Amorous Games, 22 and 14.
72
229, and 230), one asks the solver to divide casks of fish among merchants (234), and another
deals with the purchase of horses (232). Still others discuss the exchange of animals (219),
capital gains (246), and dealings at a tavern (224). The insertion of a recreational mathematical
problem group into a collection of demandes therefore does not recycle or appropriate the genre,
but rather illustrates how easily the genre could suit a variety of entertainments and social
classes. Mathematical exercises were not only used in university curricula and the apprenticeship
of merchants, but also enjoyed by noble and gentle men and women as ways in which to pass the
time as a social amusement and form of edification, including in good household management,
which reflects the values and lifestyles of the gentry and nobility.
Recreational mathematics, the earliest problems to appear in medieval England, thus
move between spaces of learning and play and—as we have seen above—was adapted for either
educational or leisurely pursuits. While recreational mathematics problems are not games in
themselves, compilers could adapt them as questions to be used in courtly games such as those
played with the demandes d’amours. The next section of this chapter explores more closely the
relationship between skill acquisition, cognition, and storytelling in medieval chess problems—
the most popular type of game problem in medieval Europe.
2.2 Sites of Learning
“That due knowledge of any subject not perfectly simple in itself implies exact
knowledge of its elements or parts is a truism remarkably appropriate to chess,” begins
chessmaster James Mason (1849-1905) in his widely influential treatise The Art of Chess (1895);
“now to form just ideas of the parts or elements of which chess consists, it is necessary to
73
consider them each separately at first, and not to confound them all into one view, so that, as it
were, we cannot see the wood for the trees.”164 A number of chess masters composed chess
books in the nineteenth century, but Mason’s The Art of Chess was one of the first handbooks to
provide a general overview and methodology for learning the game. For Mason, learning chess
was more than simply memorizing solutions to problems. He devised an approach for teaching
chess to beginners that met with lasting appeal and remained popular well into the twentieth
century: “having mastered the parts … a correct method will enable us to trace their connections
and interactions, until we may eventually perceive them working together according to that
controlling principle of unity in diversity which is the last to be discovered in the actual
game.”165 Mason breaks down the game into sections comprising problems focusing on a
different aspects of the game—endings, combinations, and openings—beginning with the
endgame since it has the fewest pieces which makes it easier to learn how pieces move and work
together. Mason also gradually increments the quantity and variety of pieces on the board,
moving from pawns (the simplest pieces) to the Queen (the most complicated piece), and
presents not only the correct sequence of moves for the outcome, but also a reasoning behind the
strategy.
Mason’s teaching philosophy in The Art of Chess implies that students must go beyond
memory and mimicry in order to learn the game. Chess is such a complex logic system that
numerous theories for skill acquisition have been developed over the past two hundred years that
combine ideas of learning, cognitive processing, and the mind. Psychologist Alfred Cleveland’s
model of skill acquisition in chess similarly includes the player’s development of “positional
164
James Mason, The Art of Chess (New York: Dover, 1958), 3.
165
Ibid., 3.
74
sense,” wherein players gain awareness of the meaning and value of each piece for different
situations.166 Still others suggest that learning (and exceling) at chess involves pattern
recognition or the use of knowledge of chess to search for alternative situations to given
positions on the board.167 Chess is a ‘perfect’ strategy game: all pertinent information is
displayed to each player and there are no chance moves. While chess may at first appear simple
in design, with sixty-four chequered squares, thirty-two pieces, two opponents, and one winner,
the number of variations—which contains between 1043 – 1050 positions and 10123 possible chess
game variations in the modern game—makes this finite game highly complex.168 While the
medieval game had a smaller number of variations, the fusion of simplicity and multifariousness
still presented a challenge for medieval players who wished to master chess.169 As mentioned
above, cognitive psychologists have long studied whether chess, as a task environment, can
illustrate human thinking processes and show how related behavioural models are transferable to
other situations. In the words of Saariluoma, “when we better understand selective thinking in
chess, we can certainly be able to develop theories that describe selective thinking in other task
environments as well.”170 Chess, as the “drosophila of cognitive science,” reveals not only how
166
Alfred A. Cleveland, “The Psychology of Chess and of Learning to Play it,” Journal of Psychology
18.3 (1907): 269-308.
167
See Saariluoma, Chess Players’ Thinking, 30-31.
168
In his seminal work on chess, Claude Shannon determined the lower bound for the number of chess
positions was estimated to be 1043 (now called the “Shannon Number”) using the formula: 64! /
32!(8)2(2!)6. His conclusions, however, did not omit illegal moves. Building on Shannon’s formula,
Victor Allis calculated the upper bound of game-tree complexities to be 1052. Allis also estimated that the
possible number of game variations to be 10123, which is more than the number of atoms in the universe.
Claude Shannon, “Programming a Computer for Playing Chess,” Philosophical Magazine 41 (1950):
256-75 and Victor Allis, “Searching for Solutions in Games and Artificial Intelligence,” PhD diss
(University of Limburg, 1994).
169
Scholars have yet to calculate the number of variations in the various medieval assizes.
170
Saariluoma, Chess Players’ Thinking, 17.
75
we as humans acquire knowledge, but also what differentiates novices from masters in the game
and in other areas of expertise.171
Mason’s methodology for teaching the game marks a watershed moment in teaching
chess. Before the nineteenth century, teaching chess from manuals often consisted of an
explanation of rules, such as Charles Cotton’s widely influential The Compleat Gamester (1674),
or a series of problems (or both).172 How did medieval players learn the skill of the game? Were
there strategies for teaching chess to novices and, if so, how did they differ from later
epistemological approaches? Were medieval chess problems adapted for non-game related tasks?
This section examines the strategies and methods by which teachers, composers, and scribe-
compilers taught the popular game of chess to players in medieval England, including
ecclesiastics, the gentry, and university students, in order to understand how medieval players
learned the game and how this education differs from our modern notions of chess and skill
acquisition.
While game studies scholars paint an image of the static nature board games before the
invention and dissemination of video games, chess in the Middle Ages was in fact a game in
transition. Originating in northern India, chess traveled to Spain and Italy sometime before
1000CE and entered a long period of experimentation—in pieces, rules, and material
representation—throughout medieval Europe. Our modern rules did not come into play until
about 1475, when the Bishop changed from a leaping to a fluid piece (and extended his
movement to the edges of the board) and the Queen adopted the powers of the Rook and Bishop,
171
Ibid., 3.
172
Charles Cotton, The Compleat Gamester, ed. Thomas E. Marston (Barre, MA: Imprint Society, 1970),
42-59.
76
thus becoming the most powerful piece in the game.173 We can view this transition toward the
modern game through the problem collections that included both medieval and modern rules,
much like Pacioli’s problems in De Ludo Scacchorum discussed at the beginning of this chapter.
Known as locus partitus (Latin), jeu-parti (Old French), and jupertie (Middle English),
the medieval chess problem was originally inherited from earlier Indian and Arabic manuscripts,
wherein solutions to chess problems (also called manṣūbāt) were “highly esteemed” among
players as intellectual puzzles.174 Pioneering chess historian Harold Murray found over 1600
manṣūbāt, many of which are concerned with techniques for the endgame: “In its origin the
manṣūbā was nothing more than the termination of an actual game played over the board which
was deemed worthy of preservation by the players or their contemporaries because of the
brilliance, the difficulty, or other special feature in play.”175 As chess problems spread outwards
in the thirteenth century from Italy and France, the two main centres of problem composition and
compilation, the jeupartie and other game problems became more generally known as “a position
in a game … in which the chance of winning or losing hang in the balance.”176
Learning chess from manuscripts did not, however, begin with the circulation of
problems. The earliest reference to chess in Europe occurs in the “Einsiedeln Verses” in
Switzerland (997CE), though the game was likely known before this first recorded allusion.
173
See Taylor, “How Did the Queen Go Mad?,” 169-84 and Marilyn Yalom, Birth of the Chess Queen: A
History (New York: HarperCollins, 2014), 191-226 for discussions of the queen piece’s change in
movement on the board.
174
Murray, A History of Chess, 281. Translated from Arabic, the term manṣūbāt (sing. mansūba) means
“arrangement” or “position” and is derived from the passive participle of naṣaba, meaning “to erect,” “set
up,” or “arrange.” Ibid., 266.
175
Ibid., 270.
176
Ibid., 566.
77
Historian Richard Eales speculates that the introduction of mathematics to school curricula was
accompanied by chess problems, which acted as exercises to teach practical knowledge.177 As
Daniel O’Sullivan posits, “the notion of two oppositional forces locked into a battle with well-
established rules that call for implementing social strategies might very well have struck the
imagination of more than one Scholastic thinker.”178 Chess reached England by the late eleventh
century, but it did not gain popularity until the twelfth century. The earliest playing pieces, found
in Gloucester and Winchester, date between 1075-1125CE and are sculpted from deer antlers in
an abstract Eastern style.179 All known chess pieces excavated in England date from the post-
Anglo-Norman conquest and may have followed the reintroduction of tabula (backgammon) in
the eleventh century.180
Recorded rules for chess circulated at first in clerical texts, such as the Versis de Scaccis
in southern Germany and the Latin ‘Winchester Poem’ in Winchester, England. The earliest
references to chess show not merely curiosity, but interest in learning the game. The ‘Winchester
Poem,’ found in Oxford, Bodleian Library, MS. Cat. Bibl. Cod. 58, p. 110 (mid-twelfth c.),
describes each piece and its corresponding movements on the board. For example, the author
177
Richard Eales, Chess: the History of a Game (New York: Facts on File, 1985), 42-48. See also
Murray, A History of Chess, 405.
178
Daniel O’Sullivan, “Introduction: ‘Le beau jeu notable,” in Chess in the Middle Ages and Early
Modern Age: A Fundamental Thought Paradigm of the Premodern World, ed. Daniel O’Sullivan (Boston:
De Gruyter, 2012), 3.
179
T. G. Hassall and J. Rhodes, “Excavations at the new Market Hall, Gloucester 1966-7,” in
Transactions of the Bristol and Gloucester Archaeological Society 93.15 (1974): 100 and Martin Biddle,
Object and Economy in Medieval Winchester (Oxford: Clarendon, 1990), 704. Other chess pieces found
in England from the eleventh to the fifteenth centuries were created from chalk, whalebone, wood, and,
most notably, jet. For a table of pieces and their materials, see Ian D. Riddler, “Anglo-Norman Chess,” in
New Approaches to Board Games Research, International Institute for Asian Studies Working Paper 3,
ed. Alexander de Voogt (Leiden, 1995), 104.
180
Riddler, “Anglo-Norman Chess,” 103.
78
describes the pawn as: “Unusquisque pracedentes assequantur pedites. / Tunc incipient pedestres
praelium committere / Neque verti retro queant, sed directe properent / Quod repererint
incautum, per transversum feriant.” [Each pawn proceeds on foot. / Then they begin to engage in
a battle of infantry / And do not recoil, but directly they can hasten / In order to strike a guard
diagonally].181 The rules for chess were often regional (called assizes), and players could change
their methods of play on a whim. In England, two assizes called the short assize and the long
assize were common forms of play, the latter of which was used in chess problems.182 O’Sullivan
argues that when chess was relatively unknown to audiences, the transmitted allegories and rules
of chess remained necessarily “textually cumbersome.”183 As chess increased in prominence and
popularity, “poets could dispense with tedious explanations and create dynamic allegories
capable of conveying meaning more subtly and economically.”184 As clerical texts and curricula
relied increasingly on the written word, manuscripts began to act as a method for recording and
circulating rules to games. Earlier Anglo-Saxon games, such as Hnefatafl, are mentioned rarely
in Anglo-Saxon literature, as their rules were disseminated orally among players. Conversely,
181
Murray, History of Chess, 514-15, lines 15-18. The translation is my own.
182
In medieval chess, the movement of the pieces favours leaping as opposed to gliding, which is found
in the modern game. The differences in movement for the long assize are as follows: the King can leap to
a third square on his first move as long as he cannot be checked by his opponent. He cannot leap over an
enemy’s piece or capture a piece by leaping to it. He cannot leap out of check. After the first move, he can
only move one square in any direction. A pawn can move two squares in its initial move and can capture
another pawn, called en passant. The Queen and promoted pawn have the same first move. A ‘Bare King’
(the opponent only has the King piece left on the board) is not necessarily considered a win. See Murray,
A History of Chess, 464-68.
183
Daniel O’Sullivan, “Changing the Rules in and of Medieval Chess Allegories,” in Chess in the Middle
Ages and Early Modern Age: A Fundamental Thought Paradigm of the Premodern World, ed. Daniel
O’Sullivan (Boston: De Gruyter, 2012), 201.
184
Ibid., 201.
79
chess allegories describing basic rules begin to appear across Europe soon after the game’s
inception and rise in popularity.185
Chess did not remain an intellectual activity solely of the clergy, however. As the game
gained popularity among the nobility and gentry, chess became an essential part of a noble
child’s upbringing as it was thought to instill good moral character, tactical skill, and courtly
values. Petrus Alfonsi, Henry I’s physician, writes in his twelfth-century treatise Disciplina
Clericalis, that the seven knightly skills include, “riding, swimming, archery, boxing, hawking,
chess, and verse-writing.”186 In her analysis of Chretien de Troyes’ Perceval and the Didot
Perceval, Jenny Adams similarly observes that chess operates as a site for Perceval’s personal
and intellectual development and can be linked to the growing emphasis on education in the
thirteenth century.187 The knowledge and education of chess among secular players was gained
primarily through tutors and by “imitating their elders,” but the recorded rules and chess
problems show evidence of their use of books to learn the game as well.188 Such an education is
often reflected in medieval romance, where authors describe knights such as Tristram and
Lancelot as accomplished chess players. By the sixteenth century, chess and other pastimes had
become a well-established form of entertainment in household gardens and chambers across
England. In The Boke Named the Governor (1531), Sir Thomas Elyot praises chess as a suitable
game for governing members of the nobility and gentry:
185
See especially Murray, A History of Chess, 496-528.
186
Eberhard Hermes, ed., The “Disciplina Clericalis” of Petrus Alfonsi, trans. P. R. Quarrie (Berkeley:
University of California Press, 1977), 115.
187
Jenny Adams, “Medieval Chess, Perceval’s Education, and a Dialectic of Misogyny,” in Chess in the
Middle Ages and Early Modern Age: A Fundamental Thought Paradigm of the Premodern World, ed.
Daniel O’Sullivan (Boston: De Gruyter, 2012), 111-34.
188
Eales, Chess, 53.
80
The chesse, of all games wherin is no bodily exercise, is mooste to be commended; for
therin is right subtile engine, wherby the wytte is made more sharpe and remembrance
quickened. And it is the more commendable and also commodiouse if the players haue
radde the moralization of the chesse, and whan they playe do thinke upon hit; whiche
bokes be in englisshe. But they be very scarse, by cause fewe men do seeke in plaies for
vertue or wisedome.189
Elyot devoted sections of his educational handbook to pastimes deemed proper for his audience,
including not only hunting, dancing, and physical sports, but also board games considered
“honest exercises” comprising methods for finding “moche solace, and also study commodiouse;
as deuising a bataile, or contention betwene vertue and vice, or other like pleasaunt and honest
inuention”—a sentiment occasionally at odds with ecclesiastical writings.190 For Elyot,
sanctioned games—chess, tables, and cards—instill desired values, contribute to one’s health,
and provide another social outlet as a rest from labour. Chess, in particular, improves the mind
and teaches moral behavior. Notably, in the passage quoted above, Elyot also ties the experience
of chess to the lessons taught in Jacobus de Cessolis’ thirteenth-century allegory, Liber de
moribus hominum et officiis nobilium super ludo scacchorum [Book of the Morals of Men and
the Duties of nobles—or the Book of Chess], and is likely referencing Caxton’s translation The
Game and Playe of the Chesse.191 While he does not address chess problems directly, Elyot
nevertheless associates chess with the development of improved memory and cognitive abilities.
Chess, Elyot argues, has the potential to improve one’s character, both mentally and morally.
Setting up the board, as it were, was both a recreational and spiritual matter that could incite
189
Sir Thomas Elyot, The Boke Named the Gouernour, ed. Henry Herbert Stephen Croft (London: Kegan
Paul, Trench, and Company, 1883), 1:284-85.
190
For a survey of attitudes toward board games by the Church, see Robert Bubczyk, “‘Ludus inhonestus
et illicitus?’ Chess, Games, and the Church in Medieval Europe,” in Games and Gaming in Medieval
Literature, ed. Serina Patterson (New York: Palgrave MacMillan, 2015), 23-43.
191
For a detailed discussion of Cessolis’ Liber, see Chapter 4.
81
either virtue or vice, but either way the ability to play chess was an important skill for the social
élite.
Historical documents, material artifacts, and literary references may reveal opinions and
evidence of gameplay, but they fail to show in detail how the game might have been taught in
every case, especially when the specific rules of the game could be changed so easily depending
on the audience or locale. Problems recorded on rolls and in manuscripts reveal another way in
which players learned chess in the Middle Ages. The Anglo-Norman, Latin, and Middle English
chess problem manuscripts show evidence of an increased interest in mastering chess as the
manuscripts operate as sites of learning for players. As I will demonstrate, the problems also act
as cognitive exercises for learning skills such as problem-solving and logic, and could be adapted
to other academic subjects such as astronomy and mathematics. Moreover, chess problems reveal
that board games were not considered static objects by medieval composers, compilers, and
players, but rather dynamic, malleable textual playspaces. Chess problems were not only valued
differently from modern games in terms of their composition, but were also used for different
purposes by the players and readers who enjoyed them.
Murray remarks that chess problems found in England “are generally of a very
elementary and simple type,” dismissing them as “unsophisticate[d]” exercises for a minority
audience of chess players.192 Richard Eales similarly downplays the significance of chess
problems, stating that problem manuscripts show that “the general standard of play was not
high,” since they “rarely showed signs of technical advance on the eastern [Muslim]
prototypes.”193 Yet a closer glance at medieval chess problems found in England indicates an
192
Murray, A History of Chess, 607 and 565.
193
Ibid., 69.
82
organizational and compositional strategy for teaching chess to the clergy, English gentry, and
students that merits further scrutiny. Seven surviving manuscripts in England, which date from c.
1248 to c. 1470, include a total 183 problems, 106 of which are variant. Problem collections also
range from as few as two problems to as many as fifty-five and, and, as a co-occurrence matrix
shows (Table 2.1), a number of problems appear in multiple manuscripts, suggesting a shared
network of collections or problem collections that stem from completely separate sources.194
194
The manuscripts are: London, British Library, Cotton, MS Cleopatra B IX; Cambridge, Trinity
College, MS O.2.45; London, British Library, MS Sloane 3281; London, British Library, King’s Library,
MS 13 A.XVIII; London, Royal College of Arms, Roll 20/26; New Haven, Yale University, MS Porter;
Oxford, Bodleian Library, MS Ashmole 344.
83
MS O.2.45 MS MS Sloane MS Royal Roll MS Porter MS
(c. 1248) Cleopatra 3281 13 A XVIII 20/26, (c. 1450) Ashmole
B IX (c. (early (14th c.) dorse 344 (c.
1273) 14th c.) (14th c.) 1470)
Number of
Problems in each 2 18 11 55 14 40 41
Manuscript
MS O.2.45 (c.
1248) 2 0 0 0 1 1
MS Cleopatra B
IX (c. 1273) 2 0 14 7 2 3
MS Sloane 3281
(early 14th c.) 0 0 0 0 0 0
MS Royal 13 A
XVIII (14th c.) 0 14 0 11 12 16
Roll 20/26, dorse
(14th c.) 0 7 0 11 1 3
MS Porter (c.
1450) 1 2 0 12 1 28
MS Ashmole 344
(c. 1470) 1 3 0 16 3 28
Table 2.1: Co-Occurrence Matrix of Chess Problem Collections in England, c. 1273-1470
84
Murray speculates that four of the seven extant chess problem collections in England were
derived from a single Latin source (MS Cleopatra B IX, MS Royal 13 A XVIII, MS Porter, and
MS Ashmole 344),195 but the low survival rate of early manuscripts, the wide variation of
problems among these manuscripts, and the variations in ordinatio, even among manuscripts that
share a large number of problems, indicate that there were most likely several now-lost problem
collections in circulation.196 MS Cleopatra B IX, one of the earliest collection of problems in
England, and MS Ashmole 344, the latest problem collection in England, share only three
problems between their collections, for instance (see Table 2.1). Chess problems in England may
not have been overly popular among players, but their composition as an aesthetic puzzle and
cognitive exercise reveals how the mechanics, texts, layout, and ordinatio render them useful as
pedagogical tools for learning the art and skill of chess in England—characteristics that also
show how medieval composers, compilers, and players thought of their game spaces. This study
therefore reconsiders Murray’s initial study of chess problems in order to lend long-overdue
attention to the genre and provides a starting point for further research in the history and cultural
understanding of chess and other games in the Middle Ages.
2.2.1 Warm Ups and Cool Downs: Early Problems in England
Just as the first recorded rules appeared in clerical manuscripts, members of the clergy
were also among the first players to copy game problems in England despite the suspicious
attitude ecclesiastics held toward chess and other games in the later Middle Ages.197 The first
195
Murray was unaware of Roll 20/26, which also shares a large number of its problems with Murray’s
so-called ‘Anglo-Norman’ group.
196
Murray, A History of Chess, 579.
197
See Bubczyk, “Ludus inhonestus et illicitus?,” 23-43.
85
extant problems appear in Cambridge, Trinity College, MS O.2.45, a mid thirteenth-century
trilingual miscellany penned and compiled at Cerne Abbey in Dorset, England (c. 1248). Two
chess problems appear at the top of fol. 2r followed by a fourteen-line Latin poem commonly
titled “Carmina Ludi Scachorum” [The Song about How to Play Chess]. Although MS O.2.45
comprises a diverse array of texts, including mathematical puzzles, satires, treatises on
mathematics and astronomy, tracts on the computus, prayers, and prose tales, the scribes devised
an intentional organizational schema for the first three pages of the manuscript: each leaf
contains visual, interactive texts and activities that focus on contemplating the afterlife, enjoying
earthly pleasures, and sharpening mental faculties, respectively. These introductory texts may
have not only prepared the reader for the other academic and devotional texts in the
manuscript—effectively serving as warm-up exercises—but also offered a respite from reading
and studying.198 Before I turn to a discussion of the two chess problems, it is necessary to first
outline the items on the first two leaves in order to gauge the scribe’s plan for the interactive
texts and inclusion of the problems.
On fol. 1r, the scribes begin the miscellany with a labyrinth composed of an eleven-
ringed circuit through a circle (Figure 2.2).
The manuscript’s missing quires, which include texts on medicine and astronomy and a lapidary, now
198
comprise sections of London, British Library, Egerton 843. Montague Rhodes James, The Western
Manuscripts in the Library of Trinity College, Cambridge: A Descriptive Catalogue (Cambridge:
Cambridge University Press, 1902), 3:150-60.
86
Figure 2.2 MS O.2.45, fol. 1r, Labyrinth
Unlike mazes, which consist of a series of forking paths and dead ends, a labyrinth is a unicursal
winding path that leads to the centre of the circle—a centre that, as the final destination on the
path, sometimes represented heaven or Jerusalem. The four-fold symmetry along the path as the
reader’s eye moves from each area of the circle shares its construction with several Roman and
Anglo-Saxon labyrinths, and the spread of the eleven-circuit design in France, including its
87
construction on the pavement floor of Chartres Cathedral in 1201, attests to its significance as a
religious symbol in the Middle Ages.199
The development and popularity of the medieval labyrinth also reflects the image’s
continued representation as a symbol of devotion and faith. A number of labyrinths, such as
those found at Amiens and Reims, were designed as paths for personal meditation.200 The image
of the labyrinth in this particular manuscript supports this notion as well. A Latin riddle appears
above the labyrinth, signaling its potency as an icon of spiritual reflection: “Hon hic introeas nisi
que sint hec tria dicas: / Quod facit & num fit . facit & fit . non facit & fit” [Upon entering here,
but what are the three things you declare: whether what he does is done, what he does is done,
and what he does is not done].201 The riddle provides a guide for the reader with which to use the
labyrinth; while the three things stated (“hec tria dicas”) could highlight the reader’s actions in
general, the labyrinth may have also highlighted how one’s actions could lead to one of three
locations after death: purgatory, heaven, or hell. While the manuscript pages do not convey the
same kind of performative, physical experience as walking along actual paved labyrinths (which
can measure 10-40 feet in diameter), it still enables the reader’s mind to focus on a specific
199
Between 863 and 871CE Otfrid, a monk from Weissenburg, modified the classical seven-circuit
labyrinth pattern by adding four extra circuits, creating the more complex eleven-circuit labyrinth design
known as the “medieval labyrinth.” His drawing in the end leaf of his Book of Gospels became a base for
the development of a number of later thirteenth and fourteenth century labyrinths found in cathedrals and
churches across Europe. See Wolfgang Haubrichs, Ordo als Form, Strkturstudien zur Zahlenkomposition
bei Otfrid von Weissenburg und in karolingischer Literatur (Tübingen: M. Niemeyer, 1968), 285-93.
200
David McCullough, The Unending Mystery: A Journey through Labyrinths and Mazes (New York:
Random House, 2004), 70-77. For more information about medieval labyrinths and mazes, see also:
William Henry Matthews, Mazes and Labyrinths: A General Account of their History and Developments
(New York: Longmans, 1922) and DeAnna Dare Evans, “Labyrinths in Medieval Churches: An
Investigation of Form and Function,” MA Thesis (University of Arizona, 1992).
201
Cambridge, Trinity College, MS O.2.45, fol 1r.
88
space: the singular path directs the eye (and possibly a finger) and the time passed in this
meditative activity furthers the embodied practice.202 The aesthetic, bounded space thus becomes
a tool with which to gain spiritual insight and contemplate the path of the soul through life.
The second image on the leaf depicts the spiritual journey more explicitly as another
visual exercise, portraying a “Spheara Pythagorae” that consists of a map of the heavens and a
path from vite (“life”) to mortis (“death”) (Figure 2.3).
Figure 2.3: MS O.2.45, fol. 1r, “Spheara Pythagorae”
202
Interestingly, clinical psychologists and therapists have used medieval labyrinth designs for counseling
and therapy sessions. See, for instance, Michelle Bigard, “Walking the Labyrinth: An Innovative
Approach to Counseling Center Outreach,” Journal of College Counseling 12.2 (2009): 137-48 and Ingrid
D. Bloos and Thomas O’Connor, “Ancient and Medieval Labyrinth and Contemporary Narrative
Therapy: How Do They Fit?,” Pastoral Psychology 50 (2002): 219-30.
89
The labyrinth, coupled with the “Spheara Pythagorae,” thus provides a physical space for such
meditation on the afterlife. While they differ from the chess problems, the riddle, labyrinth, and
“Spheara Pythagorae” nevertheless underscore a different kind of problem: salvation after death.
The problems are “solved” by leading a pure Christian life. The images are therefore intended to
provide a site for exploring matters of the soul that can then be plumbed further by engaging
with the other spiritual texts in the manuscript.
The next leaf, fol. 1v, turns to another matter entirely: that of the leisurely board game
(Figure 2.4):
Figure 2.4: MS O.2.45, fol.1v, Game boards
90
That these images appear alongside a labyrinth and “Spheara Pythagorae” reveals a close
relationship between mind and soul: the first images provide spiritual nourishment while the later
problems provide intellectual and pleasurable stimulation. Clergymen often criticized board
games as activities that encouraged idleness, addiction, gambling, and other sins, but there is no
indication in MS O.2.45 that the scribes or compilers exhibited such criticism. In fact, despite
bans from the Church, board games continued to be played in abbeys and monasteries
throughout the Middle Ages.203 With no instructions or text to accompany the three game boards
in MS O.2.45, the page may have been a model for the creation of game boards or intended as a
portable collection of games that would have already been familiar to the players (or, at least, the
owner of the manuscript). The games could be played by a reader and another player, much like
the game boards and interactive game-texts discussed in Chapters 1 and 3. The game facing the
top right of the page is merels (from the Latin merellus [game piece]), which is closely related to
the game Tic-Tac-Toe (also called Noughts and Crosses) and maintained widespread popularity
across medieval Europe as a game for the social élite.204 Together with chess and tables, merels
formed the triumvirate of the most well-known and played board games in medieval Europe.
Game historian David Parlett notes that “[i]t was the Norman French version of this name
[Marelle] that accompanied the larger varieties of the game reaching England in the wake of
203
Bubczyk, “Ludus inhonestus et illicitus?,” 23-43.
204
The aim of the game is to arrange three or more pieces in a vertical, horizontal, or diagonal line on a
board and capture the opponent’s pieces. In the first phase, each player takes turns placing pieces on the
board, and after the pieces have been placed players move pieces onto unoccupied spaces. After each
successful line, he or she can capture an enemy’s piece. A player wins if he or she leaves the opponent
with no moves or the opponent only has two pieces left. Alfonso X also includes a variant of the game
using three cubic dice in Libros de los juegos. A die cast during the first phase of the game with throws of
6, 5, 4; 6, 3, 3; 5, 2, 2; or 4, 1, 1 could break an enemy line and capture a piece. If a line was formed with
the charging piece, the opponent would lose two pieces from the board. After all pieces have been placed
on the board, the game continues without the use of dice.
91
William the Conqueror,” yet all forms of the game enjoyed popularity in medieval England.205
The game board in MS O.2.45 depicts the earlier variant of Nine Men’s Morris in England, with
a triple mill of twenty-four points without any diagonal lines.206 Each player begins with nine
pieces in this case and can only create vertical or horizontal lines. While the merels board in MS
O.2.45 is a unique textual witness, investigations at ecclesiastical sites in England reveal that
others enjoyed the game: various merels boards have been found carved into cloister seats at the
cathedrals of Norwich, Canterbury, Gloucester, Chester, Durham, Chichester, Lincoln, Salisbury,
and Westminster Abbey, which suggest possibly play by builders or even the clergy.207
The game board on the bottom right of the page is alquerque, a positional strategy game
and antecedent of English draughts. Players begin by placing twelve pieces onto the two rows
closest to them and the two rightmost spaces in the centre of the board. The scribe clarifies this
positioning by using green and red ink on each side of the board, though the four pieces placed in
the centre row are reversed (see Figure 2.4). In this game, which was classified as a “war game”
by Harold Murray, the player’s piece can jump over an opponent’s piece to capture it, and
multiple captures are allowed by jumping over successive pieces.208 Unlike merels, alquerque
205
Parlett, The Oxford History of Board-Games, 109 (see chap. 1 n. 16).
206
See: Murray, A History of Board-Games, 37-45 (see chap. 1 n. 16). Other popular variants of the game
included Three Men’s Morris, Six Men’s Morris, and Twelve Men’s Morris.
207
Bell, Board and Table Games, 92 (see chap. 1 n. 16).
208
Players must capture a piece if it is possible to do so, or else his or her gaming piece is removed from
the board. A player wins the game by capturing all of the opponent’s pieces or the other player cannot
move. Murray speculates that the Moors introduced the game to Spain. Murray, A History of Board-
Games, 65-66. See also Parlett, The Oxford History of Board-Games, 243-44 and Bell, Board and Table
Games, 47-48.
92
was not widely played in Europe,209 though a game board has also been found etched into the
cloisters at Norwich Cathedral, indicating that the game was played on occasion in England.210
The vast majority of game board carvings at English monasteries, cathedrals, and abbeys are
found in the secular and novice cloisters and quarters, though, as Henry Spence-Jones notes,
some of the games may have been etched by builders.211
The last game board on the leftmost side of the page has been much more difficult to
identify. In contrast to the two quadrilateral games, this game uses a 2 x 11 squared board with
twenty-four points coloured red and green (presumably indicating twelve gaming pieces for each
player) placed along the outer edge of the board. The game appears to have started with a red
piece moved to the centre point of the third row and a green piece moved to the centre point of
the first row (see figure 2.4). Historian Peter Michaelsen conjectures that the game was a chase
game played with dice, and was possibly an early version of the Danish game daldøs.212 The
game board appearing in MS O.2.45 is the only extant example of this game in Europe outside
209
Alfonso X includes alquerque in Libros de los juegos, calling it alquerque de doze, and classifies a
variant of the game as Nine Men’s Morris [alquerque de nueve]. Parlett, The Oxford History of Board
Games, 243.
210
Murray, A History of Board-Games, 66.
211
Henry Donald Maurice Spence-Jones, The Secrets of a Great Cathedral (London: J. M. Dent, 1914),
137-38.The game of Fox and Geese also sometimes accompanied Merels. In the North Alley at
Gloucester Cathedral, for instance, a Nine Men’s Morris board and two variants of Fox and Geese boards
are carved into a stone bench. As Henri Jean Louis Joseph Massé observes, the gameboards “are almost
exclusively confined to the novices’ alley, the only others now to be seen in the cloister being unfinished
‘Nine men’s morris’ board in the south alley, and one or two crossed squares in the west alley.” The
Cathedral Church of Gloucester: A Description of its Fabric and a Brief History of the Episcopal See,
2nd ed. (London: George Bell, 1900), 108. See also: Peter Hampson Ditchfield, The Cathedrals of Great
Britain: Their History and Architecture (London: J. M. Dent, 1916), 203 and 351.
212
Peter Michaelsen, “Daldøs: An almost forgotten dice board game,” Board Game Studies 4 (2001): 21-
31.
93
Scandinavia, and may have been adapted from Arabic or Norwegian versions of the game.213
Franz Rosenthal notes that a version of daldøs was known in the Near East by 1300CE, but the
game depicted in MS O.2.45 places the game in Europe nearly half a century earlier.214
While game boards also appear on benches, steps, and cloisters more frequently than
manuscript leaves, the games appearing in MS O.2.45 show evidence of the use of manuscripts
for interactive activities beyond reading—another surface for learning and leisure. That they are
not accompanied by rules is also telling: while the rules to merels and alquerque were certainly
played on these board layouts, there may have been other rules in circulation as well. The textual
game boards therefore do not necessarily signal or dictate the rules of the game. While this may
be suggest that game boards betray signs of signification, I argue that the boards become an open
structure ripe for play depending on the immediate needs of their audiences. The game boards
could be played by a small group of clergy playing together huddled around the manuscript, or
perhaps by two monks who wish to use the game as a moral vehicle to reflect on earthly
pleasure. Scholars do not have direct access to such experiences, of course, but we can speculate
on the ways in which such games may have been used and understood based on their compilation
and readership.
That the chess problems and rules appear together on the page opposite the game boards
indicate a clear proximal relationship to leisurely play. The inclusion of the poem of chess rules,
which appears in four other extant manuscripts including MS Cleopatra B IX, suggests that chess
was a new, unfamiliar game that readers may not have been as acquainted with as they were with
other games in the manuscript. The scribal adaptations in the manuscripts copied in England
213
Ibid., 25-27.
214
Franz Rosenthal. Gambling in Islam (Leiden: Brill, 1974), 44-45.
94
further attest to a clarification of the rules; while variants of the poem found in France and
Germany devote one or two lines to the movements of each piece, ending with “Rex loca circa se
clipeo defendit et ense” [the King defends the places around him with shield and sword], the two
versions in England extend the line in order to explain the conditions for ending the game:
Si scacces regem, regalem perdere sedem
Cogitur, et totus sit rex de sede remotus.
Dic regi scaccum; si semita non patet illi,
Matus erit factus nusquam latuisse coactus.
Miles et alphinus, rex, roc, regina, pedinus,
Et inter scaccos alphinus inutilis astat.
[If the king loses his royal seat
Declined, then the king is completely removed from his throne.
Says the king of chess; If the path is not clear to him,
Checkmate will remain hidden by constraints.
Knight and Bishop, King, Rook, Queen, and Pawn
And even among them the bishop of chess stands helpless].
The goal is to find a way to dethrone the enemy king, a path that is at first “latuisse” [hidden]
until pieces are moved and strategies are put into play. While the rules familiarize readers with
the game, the omission of a chessboard upon which to play suggests that readers may have had
access to a physical board. Furthermore, in addition to teaching chess, the poem may have also
been conceived as a supplement for solving the chess problems directly above it on the same
page.
The two chess problems in MS O.2.45 also appear together as problem 19 and 20 in MS
Cleopatra B IX (Figure 2.5); the two problems in MS Cleopatra B IX were also inserted in a
95
different hand and clearly were not part of the sources for the original collection (discussed
below).
Figure 2.5: MS O.2.45, fol 2r, chess problems
The fact that scribes copied these two problems as a pair in two thirteenth-century manuscripts
with their accompanying Latin titles suggests that the problems may have circulated in other
now-lost Latin collections. The first problem in MS O.2.45 (problem 19 in MS Cleopatra B IX)
96
is a chase problem in which a check occurs in all moves (Figure 2.6).215 The Latin title is thus
fitting: “Quem sequitur fugiens astanti sit color dem” [What follows is (to remain) standing by
fleeing the same colour]. The text below the two problems is faded, but it is the same as the Latin
and Anglo-Norman text in MS Cleopatra B IX. This problem asks the solver to “matera en le
point ou sun roc esta” [checkmate at the place where the rook is positioned] in fifteen moves.
Figure 2.6: MS O.2.45, fol. 2r, Problem 1
215
Solution: 1 Ktc6 +; 2 Ktd6 +; 3 Pg7 +; 7 Kte7 +; 5 Pg8 = Q; 6 Ktf7 +; 7 Pg4 +; 8 Ktf5 +; 9 Ktg5 +; 10
Rc2 +; 11 Kth3 +; 12 Ktg3 +; 13 Re2 +; 14 Ktf2 +; 15 Rc2 m. Murray notes that the condition mate on c1
truncates the move 5 Rh2 m. Murray, A History of Chess, 588.
97
The second chess problem constitutes one version of the Dilaram problem and differs from
problem 20 in MS Cleopatra B IX by appearing sideways and mirrored (Figure 2.7).
Figure 2.7: MS O.2.45, fol. 2r, Problem 2
The Dilaram problem is based on the story of a nobleman with several wives—and, like
recreational mathematics problems, shows the close relationship between problems and
storytelling. In a chess game, he wagered his favourite wife, whom he called Dilaram [heart’s
98
ease], and was quickly losing the game. When the game arrived at the problem’s positioning,
Dilaram saw a way for her husband to win the game.216 While the problem found in MS O.2.45
originates from the Arabic puzzle, it is devoid of the narrative. Instead, a writer inserts a lesson
in love, perhaps as an echo of the original tale: “Qui non dat quando amat. Non accipit omne
quod optat” [He who does not give when he loves does not receive all that he desires]. Taken
together, the two problems in MS O.2.45 provide a brief glimpse into the strategy of chess.
Unlike other collections in England, the inclusion of the two problems by the scribes was not to
provide an overview for a beginner or showcase a variety of techniques; their utility as a
pedagogical tool for teaching chess in this instance is limited. What then is the relation between
these two problems? They could have been the only problems on hand, of course, but a Persian
manuscript, MS Berlin Orient. 40 124, also pairs them on two loose leaves inserted into the
manuscript. This instance, coupled with the pairing of the problems in MS Cleopatra B IX,
suggests that these two problems ostensibly circulated together outside large problem
collections.217
If, as Martha Rust notes, books are “auxiliary of the reader’s imagination,” then the
images and texts among the first few leaves of MS O.2.45 offer a sensual experience rooted in
meditation and thought.218 In this instance, Stephen Nichols and Siegfried Wenzel’s term
“materialist philology” proves useful, for it calls attention to the locality and agency afforded
manuscripts: “far from being a transparent or neutral vehicle,” they note, “the codex can have a
216
See Murray, A History of Chess, 311-12. Alfonso X also included three variations of the Dilaram
problem in Libros de los juegos, see Golladay, “Los Libros de Acedrex Dados E Tablas,” 275-77.
217
See Murray, A History of Chess, 588.
218
Martha Dana Rust, Imaginary Worlds in Medieval Books: Exploring the Manuscript Matrix (New
York: Palgrave MacMillan, 2007), 5.
99
typological identity that affects the way we read and understand the texts it represents.” 219 For
the texts on fols. 1-2r of MS O.2.45, abstract thought is tied to the concrete images on the page.
The interplay among the images, as a reader moves from devotional texts and drawings of
recreational game boards to game problems that sharpen the mind before moving onto
pedagogical texts, therefore elicits a virtual dimension that requires reader interaction in order to
render them meaningful.220
That these interactive texts appear at the beginning of the manuscript, possibly for ease of
access (though they could have circulated as separate leaves before becoming bounded), suggests
that they may have been used as meditative spaces for other academic texts in the miscellany. In
his treatise on education, Didascalicon (c. 1128), Hugh of St. Victor notes that “[t]hose who
work at learning must be equipped at the same time with aptitude and with memory, for these
two are so closely tied together in every study and discipline that if one of them is lacking, the
other cannot lead anyone to perfection …. Aptitude gathers wisdom, memory preserves it.”221
His methodology for learning requires that students read and meditate using books, thereby
contrasting the “order” of reading linearly to grasp concepts with the freer act of meditation,
219
Stephen G. Nichols and Siegfried Wenzel, Introduction to The Whole Book: Cultural Perspectives on
the Medieval Miscellany (Ann Arbor: University of Michigan Press, 1996), 1-2. In their seminal work on
medieval manuscripts, Mary and Richard Rouse also discuss the importance of approaching the study of
manuscript holistically: “[t]o study any one element in isolation—the ruling, or the layout, or the form of
the letters and the script, or the words of the text itself—without the others is to cut apart what was both
conceived and perceived as a unit. Each of the three, the material base, the script or image, and the text, is
a changing or evolving thing, a product of a compromise between traditional norms and the contemporary
needs of an audience.” Authentic Witnesses: Approaches to Medieval Texts and Manuscripts (Notre
Dame, Indiana: University of Notre Dame Press, 1991), 2.
220
For other examples of this type of textual virtual phenomenon in the Middle Ages, see also, Escourido,
“Textual Games and Virtuality,” 187-208 (see chap. 1 n. 96).
221
Hugh of St. Victor, The Didascalicon of Hugh of Saint Victor: A Medieval Guide to the Arts, trans.
Jerome Taylor (New York: Columbia University Press, 1961), 3.7.
100
which enables students to think beyond the text.222 For chess problems, the desire to answer the
puzzle correctly (as with the recreational mathematical problems) or to increase one’s aptitude at
the game takes place within this meditative playspace. The chess problems in MS O.2.45 are
presented as, in the words of Hugh of St. Victor, “sustained thought along planned lines,”
enabling the player to consider possibilities within known rules and bounded space.223 These
spaces for play contrast with the astronomical and mathematical texts that follow, which
necessitate a more structured approach to learning. Like other medieval pedagogical games like
Rithmomachia and Ludus Astronomorum, these chess problems reflect a meditative
epistemology that goes beyond rote learning found in other medieval educational practices. As
Mary Carruthers notes, “[m]editatio is only free within bounds, like play having both agreed
limits and umpires.”224 The chess problems in MS O.2.45 act as another form of recreation, a
method for illustrating the ways in which pieces move, and the collocation of rules and game
boards also suggests that their inclusion in the manuscript furnished readers with cognitive
exercises that could hone thinking and problem-solving skills—warm-up exercises that increased
proficiency with systematic learning, cultivated visualization skills, and increased concentration.
The only extant collection of Latin problems in England appears in MS Sloane 3281
(early 14th c.) and was extracted from Nicolas de Nicolai’s larger problem collection Bonus
Socius circulating on the Continent (c. 1275).225 Perhaps as a result of their manifestation among
222
Ibid., 3.6-10.
223
Ibid., 3.10
224
Mary Carruthers, The Experience of Beauty in the Middle Ages (Oxford: Oxford University Press,
2013), 20.
225
Bonus Socius was compiled in thirteenth-century Lombardy and gained wide popularity in France and
Italy; seven manuscripts of French production have survived and include approximately 194 chess
problems, 34-48 tables problems, and 24 merels problems. Murray, A History of Chess, 618-28. See also:
Harold J. R. Murray, “110,” in Catalogue of Manuscripts and Early Printed Books from the Libraries of
101
the larger collections, the eleven chess problems in MS Sloane 3281 do not appear in any other
extant problem collections circulated in England (see Table 2.1). MS Sloane 3281 is a miscellany
containing treatises on mathematics, astronomy, astrology, physiognomy, chiromancy, medicine,
and dream theory. The problem collection is copied carelessly on fols. 81r-82v in a fourteenth-
century hand; the problems follow a treatise on astrology and precede prognostications about the
weather and recipes copied in French by two different hands. The chess problems are arranged in
an order that differs from those found in Bonus Socius and in the contemporary collection Civis
Bonaniae [Citizen of Bologna] (c. 1300), with no conceivable organizational structure (Table
2.2).
Problem Number in Problem Number in Bonus Problem Number in Civis Bonaniae
MS Sloane 3281 Socius
1 12 7
2 16 11
3 1 32
4 54 84
5 45 43
6 108 136
7 118 149
8 29 22
9 9 35
10 18 13
11 62 53
Table 2.2: Problem Correspondence between MS Sloane 3281 and Bonus Socius
The scribe leaves each problem unfinished with only partial information, opting to fill in only
one set of colour pieces on an uncoloured chequered board for each puzzle (two problems where
William Morris, Richard Bennett, Bertram Fourth Earl of Ashburnham, and other Sources, ed. J.
Piermont Morgan (London: Chiswick, 1906), 170-72.
102
only white pieces were copied and nine problems where only black pieces were copied). The
problems in MS Sloane 3281 also lack answers, but some of the problems include special
notation indicating moves to reach a solution.226 The letters noting incremental moves for solving
the problem demonstrate one way to teach chess to novices. While the problem collection in MS
Sloane 3281 is entirely unusable since the problems remain unfinished, it nevertheless shows a
set of problems that may have been intended to teach chess to students, novices, or ecclesiastics
and, like MS O.2.45, act as a space in which to practice problem-solving and cognitive skills that
would have been helpful for reading other texts in the miscellany.
2.2.2 Teaching Chess in Medieval England
While composers and compilers borrow a number of chess problems from the earlier jeu-
parti collections, their chess problem treatises circulating in England from the late thirteenth to
fifteenth centuries demonstrate a deliberate effort to educate readers and players through a
combination of composition, text, and problem layout in the manuscripts. As Murray puts it,
chess problems changed to reflect “the art of combination by which the player directs the attack
of a number of pieces towards a single point.”227 Combinations in medieval chess were much
harder to execute than the modern game due to the limited mobility of the pieces; the Rook, for
instance, often became the primary piece for checkmates because it was also the strongest piece
(and, incidentally, the only gliding piece on the board in a medieval game). As a result,
combinations that involve mates by weaker pieces, such as pawns and ferses, immediately reveal
226
For notation in chess, see Murray, A History of Chess, 469.
227
Ibid., 564.
103
a highly skilled player—especially, as we shall see, if they could mate on a specific square or
section of the board.
The eighteen chess problems found on fols. 4r-8v in MS Cleopatra B IX (c. 1273)
demonstrate a discernible shift in the ways in which problem collections were conceived and
structured in medieval England.228 Addressing “Seignors” [Lords] who “les gius de eschés
amez” [love the games of chess], the compiler explains in his introduction that he created a
treatise to help players better their game.229 Working through chess problems, argues the
compiler, was the best approach to improve a player’s skill: “Grant veisie i ad, m’est avis, / E
mult si purra l’en amender / Ki a tuz les eschés voldra juer” [Great skill will be gained in my
opinion / And much of this book is to better oneself / For all the chess you wish to play].230 The
compiler promises the player that his book will boost “aseurement” [confidence] and ability to
“Juer purra plus afeitement” [play with more courteous decorum]—the positing of reassurances
that are also often found in modern how-to handbooks that seek to improve a reader’s character
or solve an issue.231 The player can thus gain confidence with the privacy of this treatise by
learning the game “Ki ne fust assis a l’eschekier / U l’om peust les traiz juger” [When you are
not sitting at the checkerboard / Where someone can judge your moves].232 A modern notion of
chess is that it is, in the words of anthropologist and chess enthusiast Robert Desjarlais, a “purely
228
There is a missing bifolium between fols. 5r and 6r, which may have contained problems found in Roll
20/26. See Tony Hunt, Les Gius Partiz des Eschez: Two Anglo-Norman Chess Treatises (London: Anglo-
Norman Text Society, 1985), 3.
229
Hunt, Les Gius Partiz des Eschez, “First Treatise,” lines 1-2. The translations are my own. I have
modernized some spelling for clarity. Murray also transcribes selections of the text in A History of Chess,
583.
230
Hunt, Les Gius Partiz des Eschez, “First Treatise,” lines 8-10.
231
Ibid., lines 17-18.
232
Ibid., lines 37-38.
104
mental activity, conducted in a bodiless, wordless domain by solitary thinkers who grapple with
each other in a space of pure thought.”233 In contrast, medieval chess was not only an intellectual
game, but it was also fundamentally a social game, one which contained literal stakes (i.e.,
gambling) and social stakes (i.e., the need to maintain one’s social reputation). Often played in
gardens, in taverns, and at court, chess was a “spectator sport,” with crowds of friends,
acquaintances, and others cheering and betting on their favoured player. In New York, Pierpont
Morgan Library, MS G.24, for instance, the illuminator adds an audience in the miniature
displaying the chess game between Fesonas and Cassiel the Baudrain in John de Longuyon’s
widely popular Middle French romance Le Voeux du Paon (c. 1312).234 Miniatures in Alfonso
X’s Libros de los juegos also often include spectators watching a game.235 The players were not
only expected to play well, but to save face among their peers; in MS Cleopatra B IX, the
compiler offers his player a safer space upon which to practice and improve his skills at the game
for this purpose. In this way, chess problems might at first glance seem appear to be a solitary
exercise pitting the composer against the solver, but it also serves a more general social function
in the attempt to improve the player’s skill at the game as a performance of social rank among
peers.
The intended patron of this treatise, who requested the problems (according to the
compiler) did not desire an assortment of problems in Latin, such as those in MS Sloane 3281,
233
Robert Desjarlais, Counterplay: An Anthropologist at the Chessboard (Berkeley: University of
California Press, 2011), 8.
234
Pierpont Morgan Library, New York, MS G.24, ff. 1r-141v, 1350.
235
Mary Louis Trivison notes that women in the Libros de los juegos appear primarily as audience
members of a game in the second treatise, for instance. “The Medieval Woman: Life, Liberty, and the
Pursuit of Leisure,”
Romance Quarterly 33.3 (1986): 377-83.
105
but rather wished to have the problems translated and rendered “en romans” [into the
vernacular], presumably for the purpose of reflecting his social status.236 As mentioned earlier,
one’s skill at chess was a marker of prestige for the gentry and nobility, and the compiler
suggests that the player keep the problems a secret lest they circulate too widely and the
positional knowledge become too well known among his friends. The manuscript was penned
and compiled in an academic miscellany at Abbotsbury Abbey in Dorset. Entered in a neat hand,
the problems appear in their own quire and may have circulated separately before becoming
bound in the manuscript. Another scribe later entered two problems on fol. 10r (the same two
problems in MS O.2.45) and a four-player chess board was drawn on fol. 9r with illegible text,
indicating again a close relationship between learning and leisurely spaces within miscellanies
focused primarily on education.237 For the player(s) and compiler of this problem collection,
however, chess is an amalgamation of skill and courtesy, of poetry and intellect. Literary critic
William Wimsatt also observed the relation between composing problems and poetry, remarking
that “the chess problem far outdoes the poem” with regard to structure and complexity.238
While the collection does not show overt organization, it nonetheless includes a gamut of
self-mates, exercises, conditional mates, ordinary mates, and end-game problems. As Hunt
observes, the compiler expanded and emended the text to his preferences by “criticiz[ing] a
number of chess pieces with bishops and abbots and clerks” and “criticiz[ing] lack of generosity
in the upper ranks of society.”239 The compiler narrates the first problem through a situational
and methodological context in order to establish an interpretive lens for solving the subsequent
236
Hunt, Les Gius Partiz des Eschez, “First Treatise,” lines 29-32.
237
See Murray, A History of Chess, 342-43.
238
W. K. Wimsatt, “How to Composes Chess Problems, and Why,” Yale French Studies 41 (1968): 78.
239
Hunt, Les Gius Partiz des Eschez, 2.
106
problems (Figure 2.8), showing again the association between chess problems and storytelling as
a key component of the experience.240
Figure 2.8: MS Cleopatra B IX, fol. 4r, Problem 1
Unlike other problems in the collection and elsewhere, this problem becomes part of a larger
narrative: two lords are learning chess and decide to make a wager to decide the better player
240
Solution: 1 Bc5 +, Kb8; 2 Rg8 +; 3 Rc8 +; 4 Rc6 +; 5 Pd4 +; 6 Re6 +; 7 Re3 +; 8 Qg3 +; 9 Be3 m.
107
among them. One player wagers “sa fille, s'il nel pout mater” [his maiden if his opponent mated
him].241 Fearful for the outcome of the game, the maiden finds an educated and skilled knight
who reveals that she can be spared in nine moves based on the present state of the board (thus
yielding the problem). The compiler then guides the reader through each move by stating which
piece should move next until “al neofime vient avant li cornuz” [with the ninth move they come
in front of the bishop] and “icist cornu corne la menée” [here sounds the blast of the hooked
horn].242 The pun on the term “cornuz” as the last piece to move dovetails with the “corne,” or
blast of a hunting horn signaling a kill and, in this case, a win. Like The Book of the Duchess, the
compiler pairs two aristocratic activities, chess and hunting—two pursuits that required skill and
could be rewarded with high esteem from peers. The first problem acts as a means by which to
train the reader in how to read and think through a given problem, and subsequent problems
include solutions in prose (without any special notation). In the first problem, the chess board is
not just a place to teach the reader about solving problems, but a visualized space to craft a
narrative of the events taking place on the board—a literary aspect certainly lacking in teaching
modern players how to play chess. Here the pieces represent more than their movements and
combinatory play, but can also become motifs for reflecting courtly virtue.
The emphasis of the problems in MS Cleopatra B IX lies in finding the combinatorial
interplay of the pieces and developing analytical skills for best utilizing specific pieces. Problem
7, for instance, focuses on pawn promotion to a ferse and Problem 11 comprises an exercise
focusing on the movement of the bishop (Figure 2.9 and 2.10).
241
Hunt, Les Gius Partiz des Eschez, “First Treatise,” line 62.
242
Ibid., lines 111 and 114.
108
Figure 2.9: MS Cleopatra B IX, fol. 6r, Problem 7
109
Figure 2.10: MS Cleopatra B IX, fol. 7r, Problem 11
Already in MS Cleopatra B IX there is a sense of teaching the player offensive and defensive
moves and the movement and values of each piece. The collections in England, Tony Hunt notes,
show prominence for problems focusing on single pieces.243 In his study of earlier Arabic and
Muslim manṣūbāt, Murray notes that Muslim problems frequently displayed boards in which
opponents were of “equal force, and [showed] that the winner’s advantage should be reduced to
243
Hunt, Les Gius Partiz des Eschez, 1.
110
nothing more than the possession of the first move.”244 In Arabic problem collections,
conditional problems were non-existent. The conditional problems, such as Problem 14 (Figure
2.11), suggest a need to develop a situational sense within constraints, familiarize oneself with
movements and pieces, and highlight highly valuable checkmates (e.g. performing a checkmate
in the middle of the board).
Figure 2.11: MS Cleopatra B IX, fol. 7v, Problem 14
244
Murray, A History of Chess, 277.
111
The chess problems in MS Cleopatra B IX were clearly designed as the pedagogical tool
of choice for improving a player’s skill at the game, but a number of problems in medieval
collections show evidence of showcasing unsound problems (that is, problems with multiple
answers or illegal moves). How do we explain medieval problems that use illegal moves and odd
movements? How do they help the chess novice improve his or her game? For modern chess
problems, composers often arrange the pieces as a snapshot that could hypothetically occur in an
actual game. The genre has evolved aesthetically as chess became a more prominent game for
leisure and, later, professional competition. Consider, for instance, a chess problem first
published in a 1932 issue of Il Problema (Figure 2.12).245
245
J. Manskopf, Il Problema Rivista Mensile Internazionale del Problema di Scacchi (1932); Gameknot,
accessed March 20, 2013, https://gameknot.com/comment.pl?t=2&k=10282.
112
Figure 2.12: Problem from Il Problema, 1932
While it is not a difficult puzzle to solve—a mate in two moves using the knight and queen—the
beauty of the composition stems from the fact that the solution is legal and works in all
iterations. No matter where the king moves, no matter what scenario is played out, he is always
mated. To a novice of chess, this puzzle may look overwhelming or inconceivable. Appreciating
the aesthetics of the chess problem requires developing an eye for the skill in composition and
the craft of playing the game. Modern chess players often evaluate the beauty of chess problems
with a specific set of conventional criteria:
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1. Economical: Modern chess problem stress the importance of economy. There are no
extraneous moves or pieces on the board. Everything on the board has a purpose.
2. Legal: Chess composers and players often deem problems that fall within the legal rules
as superior because they could potentially be used, inspired, or encountered within a
game. They, thus, have a certain practicality beyond the problem itself.
3. Key Move: Typically, the first move must be the only move that will eventually lead to a
mate. Therefore, it must be unique in some way. Helpmates are often exempted since, by
their nature, they often have more than one method to solving a problem.
4. Thematic: The problem illustrates a particular idea or set of ideas.
5. Puzzle Factor: Occasionally, the solution is an unlikely move, such as sacrificing a
powerful piece or promoting a pawn to a knight instead of a queen.
Chess problems show the imagination and depth of thought of the composers. For modern
players of chess, the beauty of a game problem lies in the harmonious (and sometimes
paradoxical) moves of game pieces as a source of art, inspiration, and, of course, learning. “A
problem” remarks Wimsatt, “is a limited but very precise drama.”246
If, as chess Grandmaster Garry Kasparov states, modern “chess problems are full of
paradoxes and original ideas,” then medieval chess problems could be characterized instead as
approachable and adaptable.247 The art of chess—that skill in gameplay can be beautiful—also
carries significance for medieval readers and players. Modern conventions for determining
problem aesthetics were not necessarily the focus of medieval problem composers, however.
Problem 15 in MS Cleopatra B IX places the bishop on an illegal square, yet the compiler praises
246
Wimsatt, “How to Compose,” 73.
247
Garry Kasparov, Kasparov Teaches Chess (London: Batsford, 1984), 116.
114
the problem as “bel” [fine] and “avenant” [fitting]; he notes, in particular, that the bishop on the
board is a “prodhom” [worthy man] for enacting checkmate by capturing the rook—the most
powerful piece in a medieval game (Figure 2.13).248
Figure 2.13: MS Cleopatra B IX, fol. 8r, Problem 15
Problems with illegal moves and pieces are often included in collections in order to focus on
learning specific movements and illuminating combinatory patterns. Medieval chess, much like
other games in the Middle Ages I have discussed, was fluid and ever-changing; and, as Wimsatt
248
Hunt, Les Gius Partiz des Eschez, “First Treatise,” lines 331 and 337.
115
notes, medieval problems displayed fewer instances of realism and game-like positions.249
Although the game was frequently played with particular assizes, the board itself was a place for
experimentation and imagination. Games such as English draughts and Courier’s chess emerged
from modifying the board sizes and rules of chess, and chess problem composition retained this
spirit of play. As problems circulated, compilers sought to improve solutions and amplify
problems according to their own interests and expertise. Problem 1 in MS Cleopatra B IX
appears in four of the six other chess treatises in England (Figure 2.8), but each compiler
modified the problem in order to provide a better experience for his readers. Roll 20/26 and MS
Ashmole 344, for instance, both display variations that tighten up the problem, enabling the
solver to omit a step in his or her solution.
As we have already seen, the aesthetics of chess problem composition in the Middle Ages
manifest as scribes and composers weave together illumination, storytelling, and composition. It
is within the convergence of these different aspects within the manuscript that signals the
intended audience—features that could all be considered skillful artistic endeavors in their own
right. For MS Cleopatra B IX, the compiler not only rendered some of the problems into verse,
but the illuminator also portrayed ornate chess boards, alternating yellow and clear chequered
squares, red and clear, and black and clear on various boards. He also occasionally framed the
game boards with red, yellow, brown or black borders, and each problem begins with alternate
red and blue majuscules. Other collections rubricate each problem to highlight the problem’s
overall theme and narrative. The beauty of chess is thus perpetuated through an “ever-shifting
tangle of neural networks, bodies, social relations, perception, memory, times, spectators, [and]
249
Wimsatt, “How to Compose,” 70-72.
116
history,” which are manifested through the transmission, compilation, and scribal practices that
render chess problems as beautiful objects of leisure and study.250
For medieval chess problem compilers, this holistic intermingling of different aspects
suggests a form of “combinatory play,” in which “two or more ideas, feelings, sensory
experiences, images, sounds, words, or objects” are manipulated through conscious and
unconscious cognitive processes.251 Play and non-standard thinking are integral to the larger
concept of aesthetics—a notion that Mary Carruthers explores in her book The Experience of
Beauty in the Middle Ages—and enable the brain to wander through different combinations and
patterns. In the early fourteenth-century MS Royal 13 A XVIII another compiler expanded and
re-envisioned the problem collection found in MS Cleopatra B IX, including a total of fifty-five
illuminated Anglo-Norman chess problems which appear alongside a Latin treatise on tables in
the same hand.252 The two game treatises in MS Royal 13 A XVIII were entered as the last two
items originally bound in the manuscript. In addition to copying selections of the introduction
and verse narratives for the problems, this compiler also re-arranged the problems, indicating
that the organization of problems was becoming a key element in teaching the reader the art of
playing chess. Like MS Cleopatra B IX, the introduction requests that the reader not disclose any
of the chess problems for fear that their publication will lead to wide circulation and thus losing
the essence of the strategy. Basing his analysis on the author’s caution, Murray infers that chess
problems were not well known, but the number of extant manuscripts in England and elsewhere,
coupled with Chaucer’s references, indicates that chess players at least had knowledge of such
250
Desjarlais, Counterplay, 8.
251
Victoria Stevens, “Think without Thinking: The Implications of Combinatory Play and the Creative
Process for Neuroaesthetics,” American Journal of Play 7.1 (2014): 99.
252
See Chapter 1 for a discussion of the treatise on the game of tables in MS Royal 13 A XVIII.
117
collections.253 The introduction also reveals that even the ‘beginner medieval guide to chess’ was
not only a coveted commodity, but also deemed a strategic gain at one’s game.
The compiler of the problems in MS Royal 13 A XVIII organizes the problems in a
manner that sets the flow and sequence for a reader of the gentry to learn moves, strategy, and
gameplay—a positional sense to apply to actual games. The problems are simple, much to the
chagrin of Murray and Eales, because the point of the problem collection was to introduce
strategies for a novice. The first nine problems focus primarily on learning how specific pieces
move—namely, the Knight, ferse, and Bishop—and often set within an overarching backdrop of
romance. The first problem is essentially a mathematical puzzle, famously called ‘The Knight’s
Tour,’ in which a knight must travel around the board in a specific sequence in order to land on
each square once.254 As it is the only piece on the board, the player need not concern him or
herself with rules or other pieces, and the composer provides one possible answer through a
series of digits. The player and reader, possibly a knight himself, focuses on gaining familiarity
with not only the ways in which knights can move, but also the board—i.e., he is taking the
knight’s tour. The problems arranged here are not a random assortment, but rather arranged to
accommodate the reader’s skill level and prestige. Beginning with the ‘Knight’s Tour’ thus
provides a visual marker of the game’s adherence to courtly values, possibly a reflection of the
reader’s social standing, and a clever way to introduce the chessboard to a new player.
The other introductory problems continue in the same fashion, focusing on the moves of
the knight: a half-board problem and a knight-only problem follow the ‘Knight’s Tour’ and all
three are rubricated as “Guy de Chivaler” [Game of the Knight] (Figure 2.14).
253
Murray, A History of Chess, 582.
For more information on the ‘Knight’s Tour’ problem in Muslim and Indian manuscripts, see Murray,
254
A History of Chess, 335-38.
118
Figure 2.14: MS Royal 13 A XVIII, fol. 161v, Problem 3
Two problems focusing on the movement of the ferse piece immediately succeed those of the
knight. The first, titled “Le Guy de Dames” [The Game of Ladies], contains sixteen ferses that
are exempted from capture and must surround the king (who can be placed anywhere on the
board at the beginning). The composer deems this problem suitable for the role of women
because it is not by a forced mate that the king submits, but by collective pressure from the
group: “E a dreyn par force li materés, / Kar un soul poynt ne remeyndra. / U le rey reposa porra”
119
[And at last by force they will mate him. When no place on the board remains, the King can
rest].255 Visually, the board resembles a court of ladies separated into four groups as if they were
conversing on a chequered floor at court (Figure 2.15).
Figure 2.15: MS Royal 13 A XVIII, fol. 161v, Problem 4
In allegories of medieval chess, the ferse piece is often portrayed as a loyal piece that remains by
the King’s side, protecting him from danger. Jacobus de Cessolis, for instance, describes the
Queen as “sage, chaste et de bien honeste gent nee, curieuse de ses enfants norrir” [docile,
255
Hunt, Les Gius Partiz des Eschez, “Second Treatise,” lines 82-84.
120
chaste, descended from an honest family, and focused on the upbringing of her children.”256
Marilyn Yalom points out that Cessolis’ depiction of chess queens as wives and mothers
undermines the political power of queens and other women and may “have been due to anxieties
about female power in general.”257 In the widely popular fourteenth-century story collection
Gesta Romanorum [Deeds of the Romans], the queen is similarly portrayed as a chaste and
disciplined woman who “must proceed from the square of one virtue to that of another.”258 Here
the virtues of chastity and temperance are downplayed in favour of women’s governance. The
compiler ends the problem stating “Ke nul fierce pris i seyt” [That any renowned Queen rules]—
a testament to women’s sovereignty in matters of love.259 The problems are represented as
courtly scenarios, which echo the first three problems focusing on the knight. By overturning the
queen’s typical role and disallowing a traditional mate in this particular problem, the composer
presents a more genteel representation of a woman’s power: neither party is mated, but the ladies
can win through collective cunning.
The second ferse-only problem, a variant of MS Cleopatra B IX Problem 5, adds an extra
level of complexity by focusing on pawn promotion for sixteen ferses (Figure 2.16).
256
Jacobus de Cessolis, Le Jeu des Eschaz Moralisé, trans. Jean Ferron (1347), Classiques français du
Moyen Age, ed. Alain Collet (Paris: Honoré Champion, 1999), 2.2, lines 31-32.
257
Yalom, Birth of the Chess Queen, 70.
258
Cited in Eberhard Hermes, ed. and trans., The Disciplina Clericalis of Petrus Alfonsi, trans. P.R.
Quarrie (Zürich: Artemis Verlags-AG, 1970; London: Routledge & Kegan Paul, 1977), 15.
259
Hunt, Les Gius Partiz des Eschez, “Second Treatise,” line 86.
121
Figure 2.16: MS Royal 13 A XVIII, fol. 161v, Problem 5
Again, the noble maidens proceed to chase the king around the board in order to become a queen
and mate him: “Les damoiseles me unt requis / Ke lour guy ne seyt oblis, / E pur l’amour qe a
eus ay / Lour guy en ceste escrit mettray” [The maidens demanded of me / That their game not
be forgotten / And for love they say / That their game be included in this treatise].260 The
compiler notes that the pawns are all women “de pris” [of high esteem] who are then promoted
to ferse and can pursue the King as a potential mate.261 The sexual connotation is not lost on the
260
Hunt, Les Gius Partiz des Eschez, “Second Treatise,” lines 87-90.
261
Ibid., line 92.
122
compiler, for their tireless pursuit of the King is to wed and bed him: the first ferse to capture the
King “en sa warde” [in his stronghold] receives “E tut solonc sa volenté” [And all therewith that
she desires].262 The ferses do not display unfettered freedom, but instead remain bound to their
restricted angular movement and courting of the King. This lustfulness complements the earlier
problem and similarly contrasts more popular depictions of the ferse as a chaste woman bound
by responsibility to her husband and children. In both problems, women emerge as eligible
pieces that, while certainly not powerful on their own—since the King can “[l]egerement”
[easily] mate them—nevertheless dominate the board and force the King into submission.263
The ferse problems also complement the movements of the knight problems described
earlier. The first three chess problems depict the Knight as a man of high social status who
navigates the lone chessboard. The second problem showcases the Knight as a conqueror of each
other piece on the board. The Knight and ferse are certainly not the simplest pieces on the board
to grasp in regards to their individual movement, but their prominent positions in the collection,
occurring before problems focusing exclusively on the Bishop, King and Rook, reveal at once an
overt scheme for teaching chess and an underlying narrative of characters that reappear and
indeed thread throughout many of the later problems. The compiler’s aim is to increase one’s
knowledge of chess, and the problems are overwhelmingly in favour of demonstrating piece
combinations and movements. Problems 10, 11, and 12 feature three self-mate problems, and
then move onto combinations of pieces that were first introduced as single-piece exercises;
Problems 13-18, for instance, all showcase conditional mates with a Bare King. Problem 17, for
262
Ibid., lines 111 and 113.
263
Ibid., line 123.
123
example, showcases a “point estaunge” [strange point] problem, wherein the King is mated in the
top left-hand corner of the board (Figure 2.17).264
Figure 2.17: MS Royal 13 A XVIII, fol. 164r, Problem 17
Black plays first with one rook and two knights and, as the compiler notes, the player can mate
the King with either gaming piece in three moves.265 The compiler’s inclusion of this problem
264
Solution: 1 Rc8 +; 2 Ktc6 +; 3 Ktd6 m.
265
Hunt, Les Gius Partiz des Eschez, “Second Treatise,” lines 440-48.
124
goes one step further, however. A mate by the Rook is easily attainable, but the compiler wished
to reveal to the novice player a mate by the Knight—deemed a more valuable checkmate since
knights are weaker pieces. As the compiler notes:
Mes sachez ke en diverse maner
Ou le roc vus li poez mater,
Mes entre mil à peyne un serra.
Ke ou le chivaler le mater savera.
E pur ceo ke il ne serreyt en ubliaunce.
Le mat escrit ay pur remembraunce.266
[Then know in what diverse fashion
Where you can use the Rook to checkmate,
But within a thousand difficult [possibilities] there is one [move]
Where we know the means by which the Knight can checkmate.
And because of this it should not be forgotten.
The checkmate is recorded here for recollection].
Again, the compiler hopes to help the player develop a positional sense and determine what
moves on the board are deemed superior. Here the beauty of the medieval chess problem lies in
part from the use of particular game pieces in challenging, less obvious combinations since these
positional strategies are more difficult to achieve. A mate with a Knight rather than a Rook in the
“point estraunge” not only exhibits a more astute knowledge of chess, but also portrays the
Knight as the victor of the board. A similar trade-off occurs in Problem 24 wherein the Rook and
Pawn check the King so that the Knight performs checkmate (Figure 2.18):267
266
Ibid., 449-54.
267
The problem is a mate in III. Solution: 1 Re8 +; 2 Pd7 +; 3 Kte6 m.
125
Figure 2.18: MS Royal 13 A XVIII, fol. 166r, Problem 24
Unlike earlier Anglo-Norman chess collections, the problems in MS Royal 13 A XVIII display a
sense of practicality as the compiler moves the reader from basic piece movements into more
complex combinatory set-ups. Additionally, the compilation of the chess problems also indicate
the importance of storytelling in the edification of the reader. While not all collections include
narratives with their problems, the narratives found in the problems I have discussed thus far
demonstrate that the board and pieces are not only easily rendered into a narrative for reflecting
the social status of the reader, but can also act as mnemonic devices for learning the game.
126
The proximity of the Knight and ferse in the introduction of the collection also prepares
the player for recognizing patterns, thereby setting the stage for the pursuits by the pieces in the
more challenging problems that follow. Later problems in the manuscript often juxtapose mates
by the Knight and ferse. Problems 26 and 27, two conditional problems, include a checkmate
from the Knight and ferse, respectively. In other problems, the two pieces take to chasing the
King around the board together; Problem 30, titled “La Chase de Ferce et de Chivaler” [The
Chase of the Lady and the Knight], provides an example wherein the ferse and Knight cannot
mate the King no matter what sequence or variation the player decides to play. This problem is
preceded by another chase problem instigated by the Knight (Figure 2.19 and 2.20).
Figure 2.19: MS Royal 13 A XVIII, Problem 29
127
Figure 2.20: MS Royal 13 A XVIII, Problem 30
Chess was often a motif for signaling matters of love in medieval romances and on love
tokens such as caskets and mirrors. The most common images depict two lovers playing a game
of chess; additionally, one’s skill at the game represented one’s skill at love. For the nobility and
gentry, social and courtly games were not simply defined by their mechanics, but rather regarded
as cultural artifacts that could bear close relation to other entertainment, including literature. In
John Lydgate’s Reson and Sensuallyte (c. 1407), a translation and expansion of Les Échecs
Amoureux, the narrator begins a game with the lady in the Garden of Pleasance in an effort to
win her love. In this case, the chess game acts as both a performance of courtly behaviour and a
128
metaphor representing the larger figurative ‘game of love.’ As the narrator claims, Venus has
sent him to the garden to learn the art of chess so that he may be successful in love: “For he
sholde haue exercise / Of this play in al[le] wyse, / That his tyme he nat lese, / Syth he ys her
wher he may chese.”268 Each piece also signifies a different desirable attribute, such as
“jeunesse” [youth] (A6), “patience” [patience] (F2), and “doux regard” [sweet looks] (C7),
which reflects the traits of the player.269
For the chess collection in MS Royal 13 A XVIII, the chessboard and its pieces represent
another visual space in which to enact scenes of courtly love, and the compiler builds on this idea
through his organization of the problems by type and gaming piece. Problems 43-50 and 52-53
reveal an overwhelming focus on the ferse piece. In Problem 47, titled “Le Guy de Dames et de
Damoyceles” [The Game of Ladies and Maidens], the compiler depicts the ferses as noble ladies
that “scevent lour mester” [know their craft] by which to “succurrer et counselier” [help and
counsel] the two maidens positioned “simple e coye” [innocent and tranquil] on the board.270 The
object of this problem is to force mate of the White King using a combination of ferses and
pawns. Thus far, the theme of love manifests in the description and combinations of pieces in
various problems. For Problem 47, however, the compiler provides a clear association of the
problems with Romance, noting how the ladies, in their knowledgeable watch over the maidens,
are similar to Branwen, the attendant of Isolde whose mishap with a love potion meant for King
Mark of Cornwall caused Isolde and Tristram to fall in love. As the compiler writes, Isolde
would have been in a terrible situation “Si ne fust par Brengueyn eydé” [If Branwen did not aid
268
Lydgate, Reson and Sensuallyte, 5941-44 (see chap. 1 n. 68).
269
See Paris, Paris, Bibliothèque Nationale de France, Fr. 9197, fol. 437r.
270
Hunt, Les Gius Partiz des Eschez, “Second Treatise,” lines 1360-62.
129
her].271 As I discussed in Chapter 1, storytelling is a critical component of medieval game culture
along with its material objects, game-texts, and activities. The arrangement and personas in MS
Royal 13 A XVIII, which frequently marries the movement of the pieces with ideas of romance
and love, also display a penchant for symbolism; they were not simply understood as aesthetic or
material objects, but also as spaces designated for cultural expression and representation.
The final chess problem collection I want to discuss in this chapter, MS Ashmole 344 (c.
1470) is also a significant problem collection because it contrasts sharply with the other extant
collections found in England in terms of its compilation and presentation. The collection appears
in a little-known miscellany focused exclusively on game manuals and possibly compiled by
John Argentine, the first owner of the manuscript.272 Each of the four game treatises is written in
a different fifteenth-century hand in a small quarto, and the progression from chess problems to
the complicated mathematical games Rithmomachia and Ludus Astronomorum indicates their
significance within an educational and pedagogical context; chess could be considered a pastime
for students or mental exercises, while Rithmomachia and Ludus Astronomorum could be used
to teach mathematics and Ptolemian astrology.273
Problems recorded in Middle English are exceptionally rare, but there was at least one
known collection of chess problems circulating in fifteenth-century England, sixteen of which
were translated from the Anglo-Norman chess problems found in MS Royal 13 A XVIII into MS
271
Ibid., line 1375.
272
John Argentine writes his signature on the last page, fol. 83r as ‘Questo libro e mio Zovanno
Argentein.’ The other books in his library share the same signature. The collection of books in his library
suggest that Argentine was interested in early humanism. See “The Library of John Argentine,”
Transactions of the Cambridge Bibliographical Society 2.3 (1956): 210-212.
273
See Ann E. Moyer, The Philosophers’ Game: Rithmomachia in Medieval and Renaissance Europe
(Ann Arbor: The University of Michigan Press, 2001).
130
Ashmole 344. Fourteen of the Middle English problems located in Ashmole 344 also appear in
MS Porter, another extant Middle English chess collection (see Table 2.1). According to Murray,
both MS Ashmole 344 and MS Porter are written in a Northern dialect, and “there is good reason
to believe that an older English text lies behind them.”274 MS Ashmole 344 features one chess
problem per page and, in order to draw boards in a uniform manner, the scribe pricked the lines
for each board, leaving them unchequered. He used red and black ink with text to demarcate
individual pieces (Figure 2.21).
Figure 2.21: MS Ashmole 344, fol.
20v, Problem 36 Image
274
Murray, A History of Chess, 601.
131
While the forty-one problems in MS Ashmole 344 do seem to belong to Murray’s so-
called Anglo-Norman group circulating in England, the compiler, in contrast to that of MS Royal
13 A XVIII, employs a different strategy for increasing the reader’s skill at chess by guiding the
player through the problems themselves using special notation, explaining why they are correct,
and providing evaluations of the problems with an eye for identifying skillful moves. In Problem
36 (Figure 2.22), for instance, the composer not only describes a sequence of moves to solve the
problem, but notes how the problem could be solved in two ways: either in five moves with a
pawn or in nine moves with a rook:
Thow shalt mate hym with a Pon at v drawghtis yf thow play wel affter thy Roke & if
thou knowe itt not thow shal not mate hym at ix draughtis ffor he woll tel his draughtis
for cause of thi Roke. Ffirst draw thi roke in to A [F1]. Sithen in to B [B1] than in to C
[B2]. Than chek in thy pon warde that is in D [B7] & then chek mated w[ith] thi pon in D
[reads as E, C7].”275
275
MS Ashmole 344, fol.
132
Figure 2.22: MS Ashmole 344, fol 20v, Problem 36
While this is a conditional problem, the compiler’s differentiation attempts to show the player
how to gain mastery of the game, and then adds, “Ande if ye be a great plaier & can well defende
your game ye shall never mate hym at ix draughtis with thy roke for sothe.”276 Skill at the game
therefore includes a sense of economy (using five moves instead of nine), and clever use of
pieces: a lowly pawn, one of the weakest pieces in the medieval game and often considered a
farmer, maiden, or merchant in chess allegories, is the piece to checkmate the king. But the fact
that the pawn also trumps the rook in a more economical strategy attests to the skill and
cleverness of the player. In order to guide the player, the composer also describes specifically
276
MS Ashmole 344, fol. 20v. See also Murray, A History of Chess, 606.
133
how this superior strategy is accomplished, a deviation from some of the earlier Anglo-Norman
group problems, which often offer only occasional or indirect solutions in prose after
descriptions of the problems. Here the answer is the focus of the problem, and the compiler
displays an effort to differentiate great moves from good moves.
Written in prose devoid of any literary flair, the problems are composed as simple
endgames (focusing heavily on wins with a rook), with an emphasis on legal moves—much like
the problems we see in chess manuals today. The compiler also includes revised problems,
presumably as better combinations were found. In Problem 2, for instance, the compiler alters
the board positions in order to shorten the solution by one move. His skill in composition,
however, is not without fault. In problem 34, the compiler claims that “this is a faier Juppertie for
thow leses thy booth Rokes or thou mate hym the blake king.”277 Yet this is actually an unsound
problem and he overlooks: 1 Re7 +; 2 Pf7 m. His attempt at evaluating and highlighting an
arguably superior set of moves for the player—that is, losing both rooks and still managing a
mate—causes him to perhaps overlook the obvious direct mate in two moves (though that might
of course be the point). While his oversight may seem to undermine his knowledge and skill of
the game, the emphasis here on the way in which the king is mated may speak to a medieval
aesthetic of chess: that economy is not necessarily a beautiful way to win the game.
2.3 Conclusion
Given the skill required to master certain games like chess, game problems in the Middle
Ages shared a strong affinity with education and learning. Chessmasters used problems to
improve their skills, such as Charles d’Orléans’ notes found in his personal copy of Bonus
277
MS Asmole 344, fol. 19v. See also Murray, A History of Chess, 606.
134
Socius, Paris, Bibliothèque Nationale de France, MS Latin 10286, but problems could also be
employed to sharpen mental faculties for other purposes.278 Problems for tables and merels also
often appear alongside chess problems in game manuscripts, and recreational mathematics
problems arise as tools for teaching, household management, and entertainment. Games were
likely often taught orally, but recording rules and problems in manuscript nevertheless aided in
teaching and circulating games (or, using the manuscript itself as a game board).
This chapter demonstrated not only how the variability of compilation, aesthetics, and
valuation of medieval game problems in medieval England differ from modern chess problems,
but also how game problems reveal a different understanding of games in the Middle Ages. For
the compilers, the rules of chess assizes were often only a starting point, as the focus on teaching
the reader a technique or concept outweighed the need to maintain a legal, economical board.
More importantly, the chess board transforms into a narrativized, privileged space in which to
reflect a player’s own social identity and courtly values—an association that reveals the close
textual relationships between game playing and storytelling.
While medieval authors and transcribers focused their energies, for the most part, on
maintaining traditions rather than creating novel problems, the combinatory play in recreational
mathematical problems and chess problems—though narrative and adaptation—indicates that
gaming elements could intermingle both learning and leisure. Psychologist Victoria Stevens
argues that if individuals play in a world of imaginative possibilities—like the combinatorial
possibilities prompted by chess problems—“he or she can move beyond the bonds and bounds of
reality and transform objects assumed to mean only one thing . . . this creates a path for figuring
Notably, the game problems are also paired with Jacobus de Cessoles’ Liber. Paris, Bibliothèque
278
Nationale de France, MS Latin 10286.
135
out how to make that new reality actual.”279 The contemplation of recreational problems in the
Middle Ages often remains within the bounds of meditatio, but the composition and solving of
problems nevertheless promotes non-standard and critical thinking among readers and players.
This association between games and learning—that games (and, more generally,
pleasurable activity) can teach or be used for teaching—continues well into the modern period, a
topic I explore in more detail in Chapter 4. The examples of mathematical and chess problems I
have discussed in this chapter do not by any means represent the entirety of puzzles in the
Middle Ages. Play—and indeed gameplay—is not simply a space for mindless fun; as this
chapter has shown, game and mathematical problems were also used for learning, meditating,
management, promoting thinking, and showcasing a player’s social status. Problems not only
helped learners gain skill and mastery of games and concepts, but their compositions also
exemplified the complexity and beauty of this neglected genre.
279
Stevens, “Think without Thinking,” 107.
136
Chapter 3
—
Readers and their Games in Medieval England
On December 24, 1459, Norfolk gentrywoman Margaret Paston, faced with governing a house in
mourning over the Christmas holidays, had sent a letter to her husband updating him on the
festivities:280
Plese it yov to wete that I sent yovr eldest svnne to my Lady Morlee to haue knolage
qwat sportys were husyd in here hows in Kyrstmesse next folloyng aftyr the deceysse of
my Lord, here husband. And sche seyd that þere were non dysgysynggys nere harpyng
nere lvtyng nere syngyn, nere non lowde dysportys, but pleyng at the tabyllys and schesse
and cardys, sweche dysportys sche gave here folkys leve to play, and non odyr.281
[Please it you to wait that I sent your eldest son to my Lady Morley to have knowledge of
what sports were used in her house in Christmas next following after the decease of my
Sections of this chapter have been published previously as: “Sexy, Naughty, and Lucky in Love: Playing
Ragemon le Bon in English Gentry Households,” in Games and Gaming in Medieval Literature, ed.
Serina Patterson (New York: Palgrave, 2015), 79-102. I also wish to thank Cynthia Rogers for her helpful
comments on earlier drafts of this chapter.
280
Editors John Fenn and James Gairdner attribute the letter to Margery Paston. Gairdner had dated the
letter to 1484, arguing that Margaret Paston died that year and her children would have been old enough
to run errands. Family genealogy alone would prove this argument unsound, since Margery only had one
son and both the 7th Baroness Lady Morley and her husband died in 1476. While another possible date for
the letter may be December 24, 1489, in which Margery could have sent her son to visit the 8th Baroness
Lady Morley and recent widow, Elizabeth de la Pole (c. 1468 and died between Dec 24th-31st 1489),
Norman Davis notes that the index to the manuscript remarks that the epistolary forms are closer to
Margaret’s letters and the reference to Caister suggests the year 1459. As Davis notes, “[i]t seems most
likely that the letter was written on the eve of the first Christmas after Sir John Fastolf’s death in that
year, when John Paston, as one of the executioners and claimant to the property, might well have been in
Caister.” Paston Letters and Papers, ed. Norman Davis, Early English Text Society (Oxford: Oxford
University Press, 2004), 1:257.
281
Davis, Paston Letters and Papers, 1:257.
137
Lord, her husband; and she said that there were neither guisings, nor harping, nor luting,
nor singing, nor any loud disports, but playing at the tables, and chess, and cards. Such
disports she gave her folks leave to play and none other.]
Margaret’s concern with good governance provides a rare glimpse into the management, place,
and play of games in a fifteenth-century gentry household. For Margaret, table games are an
activity that, unlike carols, instruments, and other “lowed dysportys”, offer a quiet and relaxing
way to partake in the merriment of the holiday—and an appropriate way to please others. A
penchant for chess, tables, cards, and other parlour games was not uncommon in late-medieval
aristocratic and gentry circles, especially at Christmas time.282 The gentry, in particular,
cultivated a fondness for board games, in part because the pieces could be handcrafted as luxury
objects and therefore viewed as “mark[s] of distinction” that could visually display their wealth
and status—objects like chess problem discussed in Chapter 2 that were similar to secular love
literature and carefully copied in expensive, bespoke manuscripts.283 For both the gentry and the
nobility, ownership and skill at table and parlour games contributed to a sense of social
superiority.
282
Christmas in the Middle Ages was full of amusements, carols, and game-playing. While games such as
cards were often banned among the lower classes, they were allowed to be played at Christmas. See Jean-
Michel Mehl, “Games in their Seasons,” in Custom, Culture, and Community in the Later Middle Ages,
ed. Thomas Pettittand and Leif Sondergard (Odense: Odense University Press, 1994), 71-83. Cards,
which were likely brought over from Northern France by English soldiers in the early fifteenth century,
became a notable Christmas activity, especially among the nobility. See Catharine Perry Hargrave, A
History of Playing Cards and a Bibliography of Cards and Gaming (Boston: Houghton Mifflin, 1930;
New York: Dover, 1966), 169.
283
Nicholas Orme, “Education and Recreation,” in Gentry Culture in Late Medieval England, ed. Raluca
Radulescu and Alison Truelove (Manchester: Manchester University Press, 2005), 76.
138
The presence of games as aristocratic objects of leisure stretches as far back as seventh-
century Anglo-Saxon England and typifies élite culture throughout the Middle Ages.284 From as
early as the twelfth century, gameplay increasingly becomes a class marker of prestige among
the developing gentry, including knights, civil servants, and landowners. Card games had also
quickly gained popularity in fifteenth-century England, especially for gambling;285 due to their
portability, courtly aesthetics, and use for gambling, card games also garnered favour among the
gentry as popular pastimes—in fact, a tapestry displaying “jentilwomen pleying at the cardes”
also appears in John Fastolf’s draft indenture of items bequeathed to John Paston on 6 June
1462.286 Margaret’s attention to the proper etiquette regarding pastimes moreover reflects an
effort to imitate those above her station; specifically, in the case of the letter above, Alianore
Lovell, the 7th Baroness Morley (1442-76). As Deborah Youngs observes, these complex class
interactions between the gentry and the nobility were a customary aspect of cultural diffusion in
later medieval England.287 Games, for Margaret, were a social responsibility, another aspect that
284
The Lyminge Archaeological Project uncovered a seventh-century Anglo-Saxon gaming piece at a
Royal Hall excavation in Lyminge, Kent. Anglo-Saxon gaming pieces are typically found at burial sites,
particularly of the male élite; this is the first Anglo-Saxon piece discovered in a hall setting and may have
been used in the games tabula (an early form of backgammon) or latrunculi. See Gabor Thomas and
Alexandra Knox, “Lyminge Excavations 2013: Interim Report on the University of Reading excavations
at Lyminge, Kent,” The Lyminge Archaeological Project, University of Reading, accessed July 17, 2014,
http://www.reading.ac.uk/web/FILES/archaeology/Lyminge_2013_interim.pdf.
285
See Chapter 4 for an in-depth discussion of late medieval and early modern playing cards.
286
Davis, Paston Letters, 111. Card games first appeared in Europe in the fourteenth century and grew in
popularity in the fifteenth century due to their mobility, ease-of-use, and numerous games. Early playing
cards are also difficult to track down since their ephemeral, inexpensive condition caused them to
deteriorate. For more on the history of cards, see: Catharine Perry Hargrave, A History of Playing Cards;
David Parlett, The Oxford Guide to Card Games (Oxford: Oxford University Press, 1990); and Helen
Farley, Cultural History of Tarot: From Entertainment to Esotericism (London: I.B. Tauris, 2009).
287
Deborah Youngs, “Cultural Networks,” in Gentry Culture in Late Medieval England, ed. Raluca
Radulescu and Alison Truelove (Manchester: Manchester University Press, 2005), 119-33. For earlier
139
reflects good household management.288 Similarly, in The Governor (1531), a treatise dedicated
to Henry VIII that intended to educate governing members of noble and gentry bodies, Sir
Thomas Elyot categorizes tables and cards as acceptable pastimes for relaxation in aristocratic
households.289 Lady Morley’s and Margaret’s management of household revelries thereby
denotes a special place games could occupy in the Middle Ages: while some holiday activities
are deemed inappropriate, the household could still enjoy Christmas merriments through
gameplay.
Margaret’s letter, then, provides us with a snapshot of the types of games that might have
been available to members of a gentry household—and who may have played them. Medieval
society, on the whole, presents an understudied period to explore the ways in which games, as
formal systems, model human experience. Perhaps more than any other material object, parlour
games—their rules, their occasional gaming pieces, their meanings—are understood primarily
through the ways in which players engage with them. Game scholars Laura Ermi and Frans
Mäyrä have gone so far as to assert that interactivity—that is, a reciprocal transfer of information
between a player and an object through a player’s active input—is the most important criteria for
defining a gaming experience: “the essence of a game is rooted in its interactive nature, and there
is no game without the player.”290 This method of conceptualizing one of these games marks a
discussions of emulation among the gentry and aristocratic culture, see also Georges Duby, “The
Diffusion of Cultural Patterns in Feudal Society,” Past & Present 39 (1968): 3-10.
288
For another discussion of women, games, and household governance, see Chapter 2.
289
Nicholas Orme has also argued that The Governor focuses on medieval ideals for good governance,
see Orme, From Childhood to Chivalry: the Education of the English Kings and Aristocracy, 1066-1530
(London: Methuen, 1984), 224-31. Servants and laborers also had the opportunity to play games during
Christmas.
290
Laura Ermi and Frans Mäyrä, “Fundamental components of the gameplay experience: analysing
immersion,” in Proceedings of Digra 2005, 2005.
140
divergence from the study of gameplay as aesthetic experience, which focuses on the action of
gameplay: “the game is not characterized by the player as subject, but by the play itself.”291 In
recent years, this relationship between player-agents and game-structures has sparked new
scholarly debates in regards to our understanding of agency in gaming situations, or, in Jesper
Juul’s words, the new conflict “between those who study players and those who study games.”292
Not surprisingly, player-centric approaches have focused primarily on digital and contemporary
games.293 Jaakko Stenros and Annika Waern argue that game research, which has typically
studied games as fixed structures and ignored player agency, should view games as activities and
enacted experiences wherein “players are able to perform and discuss how games are
enacted.”294 This methodological strategy works well for studying player habits with
contemporary and digital games, but, for obvious reasons, runs into issues when dealing with
non-digital, and in our case medieval, games and their players.
Games in the Middle Ages, as we have already witnessed, are more akin to an unstable
fluidity across Europe by which players formulate new rules, boards, or experiences. Consider,
for example, the plentiful regional assizes developed in France, England, and elsewhere for
chess, tables, hazard, and other games.295 Chapter 2 discussed the assortment of players who
291
Katja Kwastek, “Opus Ludens—Towards an Aesthetics of Interactivity,” in Interface Cultures: Artistic
Aspects of Interaction, ed. Christa Sommerer, Laurent Mignonneau, and Dorothée King (Piskataway, NJ:
Transaction, 2008), 156-57.
292
Jesper Juul, “Five Years of the Ludologist,” The Ludologist, accessed August 22, 2013,
http://www.jesperjuul.net/ludologist/five-years-of-the-ludologist.
293
For recent explorations of this issue, see: Jaakko Stenros and Annika Waern, “Games as Activity:
Correcting the Digital Fallacy,” in Videogame Studies: Concepts, Cultures and Communication, ed.
Monica Evans (Oxford: Inter-Disciplinary Press, 1-11 and Bryan Behrenshausen, “The Active Audience,
Again: Player-Centric Game Studies and the Problem of Binarism,” New Media & Society 15 (2013),
872-89.
294
Stenros and Waern, “Games as Activity,” 15.
295
See Chapter 2 for an extended discussion of regional assizes.
141
owned, and likely enjoyed, chess, arithmetic, and other games by the problems found in their
manuscripts. But how can we further discern the types of ludic experiences that medieval
audiences desired in their gameplay? Do they differ in gameplay and expectation from our own
modern games? What role did games play in shaping cultural identity among the gentry, nobility,
and others? While premodern scholars cannot readily observe “actual instances of play,”
manuscripts and early books, I argue, can nevertheless stand in to facilitate our understanding of
these experiences.296 In the pages that follow, I will shift the discussion from characteristics of
medieval games to address in more detail the relationship that medieval readers and players had
with games that functioned as literature in manuscripts and household books (or what I call
‘game-texts’). In Chapter 1 I introduced game-texts as a distinct genre rooted in secular love
literature and debate that not only encourage active engagement from an audience (as social
activities), but also intermingle game mechanics and textuality—a mingling which produces a
‘textual object’ and offers experiences that have been largely ignored by both game scholars and
literary critics. This chapter extends this discussion, beginning with an overview of interactivity
in medieval manuscripts before examining the circulation of two types of game-texts enjoyed in
later medieval England among an assortment of readers, from the nobility to preachers: question-
and-answer games that were first introduced in Chapter 1 (the demandes d’amour) and fortune-
telling games that use string to reveal fortunes. By exploring the relationship between these
game-texts, their manuscripts, and their intended audiences, this chapter charts the transmission
and social evolution of these forms of entertainment from France to England in order to more
fully understand how they operated as sites of engagement and entertainment for poets, scribes,
and players.
296
Stenros and Waern, “Games as Activity,”12.
142
3.1 Readers as Players
Margaret’s description of acceptable forms of play bears witness to the transmission and
popularity that table games enjoyed in late medieval English gentry culture. But the Pastons were
not only players of table games; John II’s inventory of books, recorded between 1475 and 1479,
lists William Caxton’s translation A Game and Playe of Chesse (c. 1474) and a variety of debate
poetry, including a copy of La Belle Dame Sans Merci, alongside romances, statutes, didactic
texts, and other material.297 The Pastons’ interest in games—both literal and allegorical—is not
unusual in fifteenth-century gentry households.
For modern game studies scholars, the acts of ‘reading’ and ‘game playing’ connote
activities that differ in their degree of agency. In his comparison of games to other media, game
designer and creator of the Sims Will Wright distinguishes narrative (as a primarily linear
entertainment) from games: “interactive works demand that the player has the ability to act; to
affect the situation; to make a difference at every possible turn.”298 Yet the performative space in
which recreational literature was enjoyed in the Middle Ages does not often make such a
distinction. In fact, oral—rather than visual—delivery was the favoured mode of consumption
among readers, and several texts show markers of this interaction between reader and text.299
Readers also engaged in the retelling and transmission of works. As I discussed in
Chapter 1, the participatory and performative nature inclusive in the textual transmission of
297
Davis, Paston Letters, 517.
298
Will Wright, forward to Creating Emotion in Games, by David Freeman (Indianapolis: New Riders,
2004), xxxiii.
299
See Joyce Coleman, Public Reading and the Reading Public in Late Medieval England and France
(Cambridge: Cambridge University Press, 2005); and M. T. Clanchy, From Memory to Written Record,
England 1066-1307, 2nd ed. (Harvard: Harvard University Press, 1979; Malden, MA: Blackwell, 2003),
267-72.
143
vernacular medieval works shows how recreation was often characterized by spaces for playing
within a social, communal environment. We need only to look at fifteenth-century Chaucerian
manuscript production to illustrate this tendency toward active participation and adaptation for a
specific audience: faced with an assortment of stories for Chaucer’s The Canterbury Tales and
Chaucer’s unfinished framework to unify them—that is, four tales for each pilgrim—the scribe-
compiler of Northumberland MS 455 reorganizes the tales in such a way that the pilgrims
complete the trip to the shrine of Saint Thomas Becket, adding in The Canterbury Interlude and
The Tale of Beryn as the pivotal turning point that affirms their time in Canterbury. As Andrew
Higl notes, Chaucerian readers “added, subtracted, and moved tales to various locations within a
textual space as if they were not merely reading about an incomplete game but participating in
one.”300 This sentiment can also be applied to the impromptu production of Hunterian Library
MS 197 in the years 1475-76: desiring a copy of The Canterbury Tales for their own amusement,
Geoffrey Spirleng and his son Thomas copied Chaucer’s popular work by borrowing two
exemplar manuscripts from other local households, Cambridge University Library, MS Mm 2.5
and a variant of Bodleian Library, MS Rawlinson poet. 223. Daniel Mosser speculates that
Geoffrey obtained MS Mm 2.5 from William Boleyn, as it marked with “Wyllyam Boleyn” in
the upper right-hand margin of fol. 190r.301 Due to the effort required to capture the entirety of
both exemplars, Geoffrey and Thomas’s manuscript results in tales ending up in various
300
Andrew Higl, Playing the Canterbury Tales (Burlington: Ashgate, 2012), 16.
Daniel W. Mosser, “Mm: Cambridge, Cambridge University Library, MS Mm.2.5,” in A Digital
301
Catalogue of the Pre-1500 Manuscripts and Incunables of the Canterbury Tales (Birmingham: Scholarly
Digital Editions), CD-ROM.
144
positions, with two versions of “The Shipman’s Tale” and “Prioress’ Tale” and the need to add
“The Clerk’s Tale” and “Canon Yeoman’s Tale” after the Retraction.302
It is not my intention here to suggest that the participative modes of reading enjoyed in
the Middle Ages are themselves games or game-like experiences, though such arguments have
been put forth in recent years;303 rather, considering the active ways in which medieval readers
engaged with their texts, the difference between the medieval practices of reading and
gameplaying—especially for literary games—as recreational activities could be fluid. In The
Book of the Duchess, for instance, Chaucer portrays the narrator’s insomnia as the motivating
influence behind a desire to pass the time, and references three possible activities available in his
chamber to help relieve his sleeplessness “that wil not be mot need be left”: playing chess,
playing tables, and reading a story.304 The narrator turns to the Ovidian tale of Ceyx and Alcione,
a tale found in a miscellany the narrator has on hand, and it becomes the recreational option of
choice. As the narrator states, “For me thoghte it better play / Then playe either at ches or tables”
(50-51). For the narrator, ‘play’ suggests a pastime that does not aim to provide a sense of
pleasure, but rather relief—a medieval sentiment that Glending Olsen observes in his book
Literature as Recreation in the Later Middle Ages.305 Play becomes synonymous with what we
today might describe as a form of therapy, and these idle pastimes suddenly encompass a
302
In a rubricated note on fol. 102v, Geoffrey writes, ““Be it remembred that | the tale o the Clerk o
Oxenford and the ta// | le o the Chanons yoman folwen immediat// | li in the next leef,” see Mosser, A
Digital Catalogue, CD-ROM.
303
Kimberly Bell and Julie Couch have recently argued that the romance genre is infused with game-like
devices or unfolds like a game that is played by reading audiences. “Romancing the Game: Genre Play in
King Horn and Sir Gawain and the Green Knight” (presentation, 50th International Medieval Congress,
Kalamazoo, MI, May 14-17, 2015).
304
Geoffrey Chaucer, The Book of the Duchess, 42.4
305
Olsen, Literature as Recreation, especially chapter 1 on medical justifications for indulging in texts as
pleasurable, therapeutic entertainment (see chap. 1 n. 53).
145
deliberate function outside of their usual social or intellectual purposes. While all three play-
objects can be represented or allegorized, Ovid’s tale stands in as the closest remedy in the
narrator’s search for a cure, or for new knowledge within a textual space. Chess, on the other
hand, re-emerges later as a game blending chance and skill between the Black Knight and Lady
Fortune—a game that also presupposes a search for a cure (Blanche’s life), and has much more
serious consequences. In the beginning of the dream-vision, the narrator interprets chess, tables,
and books in a much more fluid manner: as an associative assemblage of activities that can aid
personal welfare.
Another example of this interwoven mode of activity occurs in recreational texts that could
serve the dual function of narrative and gameplay that I introduced in the first chapter. In The
Demaundes off Love (1487), a branch of prose demandes d’amour translated into Middle English
and found in London, British Library, MS Additional 60577 (fols. 95r-107v), readers may have
delighted in the eighty-eight questions and answers on matters of love, which are presented as a
sequential and cohesive dialogue of the courtly game Le Roi Qui Ne Ment [The King Who
Cannot Lie]. Willy Louis Braekman speculates that the courtly banter may have “once formed
part of a real game,”306 and the simulated conversation could act as a mnemonic reference for
aiding or sparking gameplay.307 The compiler divides the questions and answers into two
sections: in the first section, the ‘good Madame’ addresses the gentleman with questions; in the
second section, the roles are reversed—a common format in Middle French demandes
306
Willy Louis Braekman, “Introduction,” in The ‘Demaundes off Love,’ SCRIPTA: Mediaeval and
Renaissance Texts and Studies (Brussels: Omirel, 1982), 14.
307
This question-and-answer conversational format also appears in other demandes collections, in which
a ‘sire’ asks a question and a ‘dame’ responds. See Hassell, Amorous Games (see chap. 1 n. 13).
146
collections. Question seventy-nine, for instance, appears as a dialogue between the man and the
woman:
[M]adame, wheder hadde ye lever: be rych or ellys bei kunnynge?
Fayr sir, I hade lever be kunnynge than ryche.
Madame, be what resone?
Fayre sir, if I were storede with kunnynge and ther with vse good condycions I shuld
haue good jnoughe.308
The questions manifest as a simulation of the game in play, but players could also use the text as
a gaming aid or an answer key, which may provide inspiration for questions or answers. A
number of themes flow from one question to another, suggesting a form of ‘playback:’ question
forty-six asks the man why a lover feels jealous if he knows “þe wyll and þe value of his loue”
and continues past the cross-over into section two (comprising a total of nine questions on
jealousy from either side). Section two begins:
[N]ow, madame, if hit shulde not displease your ladyship, I wolde require [you] þen, be the
virtue of this game, to assoyle me certeyne questyons and demaundis.
Fayr syr, seythe on your plesur.
Madame, I praye you be the strengthe of the game and of þe reaume, where non shulde sey
but trouthe, telle me certeynlye, wheþer women be as jalousie as men?
Fayre sir, I wene yea, and lyghtlyer shulde be jelouse than mene, opon that the whiche me
semethe, and trouthe hit is, as that I truste.309
The gentleman proceeds to follow the answer by questioning why women possess greater
jealousy. The conversational flow and spatial division between the two parties creates a layer of
seemingly conflicted relations between the two players and, more abstractly, highlights apparent
differences in courtliness between men and women. Yet this conflict may appear illusory; the
last question, for instance, brings the issue of gender to the forefront:
[N]ow to you, fayre sir, I aske and seye, whether lastethe loue lenger in þe mane or in the
woman?
308
Braekman, The ‘Demaundes off Love,’ 69.
309
Braekman, The ‘Demaundes off Love,’ 51.
147
Madame, in þe mane by nature hit shulde laste lenger. But nowe a dayes mene be so
diverse and so variable that I suppose the loue lastethe lenger in þe woman. And yet it is
a gayne the right of nature.310
Despite the conflict between the gentleman and lady the poet does not announce a clear winner;
rather, each party represents one aspect of the same game—the aesthetics of courtly
conversation—and bears resemblance to the beau parler discussed by the Dieu d’Amour in Le
Roman de la Rose.311 As the gentleman’s answer in the last question makes clear, matters of love
vary between gender but are, ultimately, up to the individual. Game-texts in manuscripts, like
The Demaundes Off Love, therefore demand an extra level of engagement for reader-players. The
dialogue between the sexes in The Demaundes off Love also suggests that the game was still
played by—or at least perceived as—a mixed gender group of participants in fifteenth-century
England. This built-in incentive to interact with the text in a ludic fashion—to elicit responses in
actual gameplay—sets these interactive texts apart from other non-ludic texts, such as
prognostications and recipes (though a number of medieval game-texts do draw from these
traditions).312 Game-texts thus require a system of interpretation to render them meaningful—a
system that contains or describes the interactive participation, social activities, and negotiable
consequences of its players—and a feedback loop within the manuscript apparatus. Such texts
could, of course, simply be read as texts, but their interactive nature encourages their use as
social games.
310
Ibid., 75.
311
Dieu d’Amour teaches the lover of courtly conversation, using Gauvain and Keu as an example and
counter-example of proper speech. See Armand Strubel, ed. and trans., Le Roman de la Rose (Paris:
Librairie Générale Française, 1984), lines 2085-122.
312
See Chapter 1 for a discussion of this ‘ludic attitude.’
148
3.2 Questioning Love
Le Roi Qui Ne Ment, a courtly game originating in the courtly circles of France that I
discussed in Chapter 1, was designed for the noble élite that gained widespread popularity in
Northern France during the thirteenth and fourteenth centuries—a courtly entertainment played
alongside other debating games such as the popular jeux-partis and tensons.313 On the Continent,
the appearance of the game in texts and manuscripts reveals the significance of Le Roi Qui Ne
Ment and the demandes d’amour as love catechisms for practicing courtly refinement and polite
behaviour, as argued by Alexander Klein, and as a ludic space to indulge in physical and
emotional intimacy among courtly and aristocratic players. The extant utterances and model
dialogues found in the demandes d’amour collections—questions that are often reiterated in
textual depictions of Le Roi Qui Ne Ment—provide insight into the particularities of aristocratic
courtliness and entertainment. Unlike other pastimes depicted in medieval texts, the demandes
often attempt to recreate these ludic spaces. Green also acknowledges this sense of realism,
stating that “to read these collections of demandes d’amour is to learn something of the actuality
of aristocratic courtship.”314 There is a prevailing assumption by Green and Klein that the
appearance of Le Roi Qui Ne Ment and the demandes d’amour in manuscripts immediately
suggest a ludic, courtly enterprise for élite players. The lavishly illustrated episode of the game
on fols. 120r-121v in Oxford, Bodleian Library, MS 264 certainly supports this assumption,
313
See Daniel O’Sullivan’s “Words with Friends, Courtly Edition: the jeux-partis of Thibaut de
Champagne,” in Games and Gaming in Medieval Literature, ed. Serina Patterson (New York: Palgrave
MacMillan, 2015): 61-78 for an illuminating exploration of Artesian appropriation of Thibaut’s jeux-
partis in late thirteenth-century Arras. See also Felberg-Levitt, Les Demandes D’Amours (see chap. 1 n.
13).
314
Green, “Le Roi Qui Ne Ment,” 221.
149
given its reflection of social cohesion and community through amorous conversation among
nobles (Figure 3.1).315
Figure 3.1: Miniature of Le Roi Qui Ne Ment, Oxford, Bodleian Library, MS 264, fol. 121r
315
Additionally, a chess match between two lovers appears on the bas-de-page of fol. 121v, which not
only foreshadows the chess match between Cassiel and Fesonas, but also reinforces the game as a courtly,
noble pastime.
150
The miniature not only depicts one way in which the game could be played, but also reflects
themes of courtoisie and refinement. In his study of MS Bodley 264, Mark Cruse notes that the
“textual descriptions are complemented by the painted architectural frames and backgrounds of
the miniatures, which act as extratextual indicators of courtly place and time . . . Through these
visual features, Bodley 264 becomes a courtly place in its own right.”316 The representation of
the players portray the “formation of community,” which reflects a performative space for
courtly conversation.317 Additionally, the jousters painted on the bas-de-page are, according to
Cruse, a pictorialization of a textual metaphor: “These [jousting] scenes seem directly inspired
by comments about the effects of love made by the two knights [playing the game] in the text on
this folio.”318 But what happens when these games were disseminated outside their courtly
circles in France? Is there an afterlife to the demandes d’amour? What could such instances tell
us about the interpretation and mouvance of medieval games for players?
3.2.1 Appropriating les demandes d’amour in England
The multifarious appearances of demandes d’amour collections and Le Roi Qui Ne Ment
scenes in at least five manuscripts in England, dating from the early fourteenth to the early
sixteenth centuries, indicate their appeal to a broader English audience for different purposes.319
316
Mark Cruse, Illuminating the Roman d’Alexandre: Oxford, Bodleian Library MS 264 (Woodbridge,
Suffolk: D. S. Brewer, 2011), 20.
317
Ibid., 27.
318
Ibid., 35.
319
London, British Library, MS Additional 60577; London, British Library, MS Additional 46919;
London, British Library MS Royal F II; Cambridge, Cambridge University Library, MS Ff 1.6 [The
Findern Anthology]; and London, Westminster Abbey MS CA 21. Due to space, I will omit discussion of
Westminster Abbey MS CA 21 in this chapter due to length, but the manuscript contains eighty-seven
prose and verse demandes d’amour alongside Christine de Pizan’s Epistre au Dieu d’Amours, poems by
Charles d’Orléans, lyrics, and other recreational texts. MS CA 21 was copied in France in the early
151
The principal scribe of MS Additional 60577, in which the Demaundes off Love is found, was a
monk of St Swithun’s Priory at Winchester.320 Produced after 1477, the manuscript’s early
owners were also both monks at St Swithun’s Priory: “Iohannes Brynston,” who was ordained
Deacon on 22 December 1520 and later became a friar, eventually sold the manuscript to John
Buryton. John Buryton’s name appears on fols. 1r and 225v and at the end of the pastedown.
Buryton was a sacrist at St Swithun’s Priory, and his compotus roll of 1536-37 is also extant.321
Edward Wilson surmises that the scribe may have been a schoolmaster before he became a monk
and wished to preserve aspects of his former life or, alternatively, taught at the almonry school in
Winchester, since a number of items in the manuscript are of pedagogical interest;322 an address
to a schoolmaster appears on fol. 1r, a schoolboy’s lament on fol. 93r, a primer on fol. 120r
appear alongside other moral and religious material.323 The leaf immediately preceding The
Demaundes off Love shows a hand practicing the letters of the alphabet and below a practice title
of The Demaundes off Love, “amor vincit omnia” [love conquers all]. While at first glance
recreational game-text The Demaundes off Love seems at odds with the other material in the
manuscript, the texts contained within the manuscript could have been used for both edification
and entertainment. Themes of love and courtliness appear elsewhere in the manuscript, including
fifteenth century, but traveled to England over the course of the century. For a brief list of its contents, see
also Paul Meyer, “Notice d’un recueil manuscrit de poésies françaises du XIIIe au XVe siècle, appurtenant
à Westmonster Abbey,” Bulletin de la Société des Anciens Textes Français 1 (1875): 25-36.
320
Edward Wilson, Introduction to The Winchester Anthology: A Facsimile of British Library Additional
Manuscript 60577 (Cambridge: D.S. Brewer, 1981), 9.
321
G. W. Kitchin and F. T. Madge, “The Compotus Roll of John Buriton, Sacristan of St. Swithun’s, A.
D. 1536-37,” in Documents Relating to the Foundation of the Chapter of Winchester A. D. 1541-1547
(London, 1889), 13-31. For more information on the ownership of MS Additional 60577, see Wison,
“Introdcution,” 10-13.
322
Wilson, Introduction, 13-14.
323
For a complete list of content, Wilson, Introduction, 17-36.
152
secular love songs on fol. 108r and fols. 115v-116v. Notably, The Demaundes off Love was
translated from a French demandes d’amour collection in circulation and the scribe also copies a
short assortment of poetic demandes on fols. 80v-81r—one of only two French items in the
entire anthology (see item 1 in the appendix). Unlike The Demaundes off Love, this collection is
not a dialogue but rather a series of questions. Question four asks, “Je vous demand[e] quelle est
la clef / Qui le chastell peult deffermer” [I ask you, what is the key that can lock in the
castle?]”324 The question is a double entendre: the key and castle imagery could also conjure the
consummation of marriage. Most of the questions refer to matters of love and similarly evoke
racy and bawdy imagery. Question five asks, for example: “Nommes la sale et le manoire / Ou
leu peult premier joye avoire” [Can you name the room or manor where you can have your first
joy?]. There are no answers supplied here, which is atypical of demandes d’amour collections;
the list of questions provides instead possible aids for a game, short sentences for practicing
letters, or debates of moral casuistry.
In the early fourteenth century, another scribe had a similar application of the demandes
d’amour for educational purposes. Twenty-two Anglo-Norman demandes d’amour appear on
fols. 15r-v in British Library MS Additional 46919 (c. 1300-1333), a friar's miscellany copied
and owned by the Franciscan preacher William Herebert of Hereford. The questions are penned
alongside a number of didactic works in Anglo-Norman, Latin, and Middle English, such as
treatises on falconry, instructional manuals, and the French manual Art de Venerie, and are
prefaced with Latin commentary, suggesting that these courtly questions of love may have been
used to help English students learn French and, as Margaret Felberg-Levitt writes, “the essence
324
MS Additional 60577, fol. 80v. All translations are my own. For a complete transcription of this
collection, please see Appendix 1.
153
of ideal human love” as a moralistic enterprise.325 Alongside texts typical of personal and
household books, such as culinary and medicinal recipes, the manuscript also includes a range of
preaching material such as sermons, sermon notes, annotations, and Herebert’s own sermons, so
another possible use for Herebert’s demandes d’amour collection might have been to provide
questions of love to help punctuate sermons, a strategy similar to Jacob de Cessolis’ and Odo de
Cheriton’s use of chess in their sermons. For MS Additional 60577 and MS Additional 46919,
the demandes d’amour seem to promote an educational use for the collections, even as they
promote matters of love.
But the demandes d’amour were not only (re)appropriated for sermons and pedagogical
material in England. The collection of 107 French demandes found in London, British Library,
MS Royal F II (fols. 188r-210r)—notably among the largest extant collection of demandes
d’amour—was clearly intended for both learning and leisure. Compiled in London for Edward
IV but left unfinished after his death in 1483, the demandes d’amour section is bookended by
Pseudo-Heloise’s “Les epistres de labesse Heloys du Paraclit” (fols. 137r-187v) and a French
conduct book for princes (fols. 210v-248v). This lavish manuscript also contains 166 poems by
Charles d’Orléans from his captivity in England (1415-1440). Ornate, decorative frontispieces
accompany each text: Charles d’Orléans’ collection of poems begins with an illuminate image of
a lady Jeunesse introducing the author to Bel Accueil and Lady Plaisance in the Court of Love;
the “Les epistres”’ frontispiece displays an abbess (Heloise) and a pupil, who are seated and
accompanied by a group of listening ladies; and in the conduct book’s frontispiece the prince is
reading a roll to an audience of priests and gentlemen and in the background the prince is
325
Felberg-Levitt, Les Demandes d’Amour, 40.
154
displayed kneeling before an alter during mass.326 The frontispiece of the demandes d’amour
collection features a game played at the gates of the Castle of Love among three courtly ladies
and a courtier (Figure 3.2).
Figure 3.2: The Castle of Love,
London, British Library, MS Royal F
II, fol. 188r
326
Christopher de Hamel observes that most English manuscripts were not as ornately illuminated as the
French or Italian romances, and most aristocratic books were composed in French (even those published
in Italy or England). Among the eighty-five manuscripts that make up all or part of The Canterbury Tales
only the Ellesmere manuscript is lavishly illustrated. A History of Illuminated Manuscripts (London:
Phaidon Press, 1986; 2010), 157-59.
155
The texts included in the manuscript are likely intended to provide the king with a proper
education: his religious and political duties, his knowledge of moral virtue, his cultured taste, and
his courtly behaviour and etiquette. The illuminated scenes and diverse array of texts certainly
exemplify the epitome of leisurely luxury, which span from moralizing tracts to love-related
casuistry, and reveal a great deal about the literary tastes of late fifteenth-century English courts.
Additionally, Michel-André Bossy observes that the full-page illumination borders are full of
dynastic and political insignia, with a clear connection to the War of the Roses, and more
importantly “heraldic emblems from the House of Tudor, as if to prompt the beholder to interpret
the texts from a current standpoint, to recast them in terms of Henry VII’s accession to the throne
and his aims as a monarch.”327 The illuminated borders of the demandes d’amour collection
display how later illuminators adapted the manuscript for Henry VII: a Tudor rose appears on the
bottom-left corner and, similar to the frontispiece for Charles d’Orléans’ poetry, the royal arms
of Henry VII’s wife Elizabeth of York, daughter of Edward IV, appear alongside the motto ‘Dieu
et mon droit’ (‘God and my right’)—she is, thus, included in texts discussing, illuminating, and
creating through play sites of love.328
Appearing within this complex political and manuscript matrix, the demandes d’amour do
more than provide a fleeting leisurely activity for princes in matters of love. The collection in
327
Michel-André Bossy, “Charles d’Orléans and the War of the Roses: Yorkist and Tudor Implications of
British Library MS Royal 16 F ii,” in Shaping Courtliness in Medieval France: Essays in Honor of
Matilda Tomaryn Bruckner, ed. Daniel O’Sullivan and Laurie Shepard (Cambridge: D.S. Brewer, 2013),
61.
328
The emphasis placed on the image rather than the texts illustrates a trend in the illumination of
expensive, bespoke manuscripts. As Leila Avrin writes, “[b]y the late fifteenth-century, text and
illustrations are separated more than ever before. The illusionistic picture overwhelms the text.” Scribes,
Script, and Books: The Book Arts from the Antiquity to the Renaissance (Chicago: American Library
Association, 1991), 258.
156
MS Royal 16 F II is a variant of the two collections found in MS Additional 60577 (poetry and
prose). Although the direct copytext is no longer extant, the variations between the collections in
both manuscripts is negligible. The scribe of MS 60577 does not merge the collections, however,
which appear in different quires and languages, so the scribe of MS Royal 16 F II may have
either found them paired in the copytext or merged them in the manuscript in order to maintain a
consistent organizational strategy. Furthermore, in his edition of the demandes d’amour of MS
Royal 16 F II, Klein concludes that the prose questions were derived from lost exemplars of the
two texts that are preserved in Paris, Bibliothèque Nationale de France, MS 757 (late 14th c., fols.
264r-265r) and Paris, Bibliothèque Nationale de France, MS 1130 (late 15th c., fols. 142r-
146v).329 By the time the demandes d’amour are copied into MS Royal 16 F II, then, they have
already been enjoyed by a diverse array of readers for different purposes. For the scribe, this
amalgamation of learning and leisure is made explicit through his rubricated responses—a
feature omitted in MS Additional 60577 and other “Chastel d’amours” demandes collections.330
The eighteen poetic demandes d’amour, which introduce the collection, are each accompanied
by an answer (alternating red and blue), which provides a seemingly definitive response and
helps guide the interpretation of the question. For question five (quoted above), the scribe pens
the answer: “en bel acueil” [in a lovely welcome], perhaps in an attempt to thwart any hint of the
question’s imaginable sexual innuendo. The answer to question nine, perhaps more than the
other responses, illuminates the inclusion of the demandes in MS Royal 16 F II: “Qui fait amours
long temps durer. / Et enforcer et embracer? [What causes love to endure for a long time,
329
Klein, Die altfranzösischen, 64-89.
330
See Arthur Långfors, Les Incipit des poèmes français: antérieurs au XVIe siècle (Paris: Champion,
1917), 1:108 for a list of “Chastel d’amours” manuscripts.
157
enforced and embraced?], to which the rubric answers: “Courtoysie.”331 By providing answers to
the poetic demandes d’amour, the scribe, in effect, changes the game. While the demandes
d’amour could still elicit discussion and debate, the answers provided signify that an
authoritative answer is possible and without further discussion or dialogue; thus, the questions
act as pseudo-riddles meant for learning courtly refinement, and the prose dialogue of demandes
d’amour between the lady and gentleman provides a detailed model simulation for playful
courtship and courtliness.
The production and dissemination of these bespoke game-texts—their themes, rules,
gameplay, and proximal relations with other texts in the manuscripts—is therefore greatly
influenced by their intended audiences. But as texts that appealed to a wide range of readers,
from princes and aristocrats to the lesser gentry and friars, and were used for a variety of
purposes, the demandes d’amour in England complicate—and indeed challenge—the concept of
a homogenous “textual community” of readers/players. For Brian Stock, medieval texts and
manuscripts generated cohesion through their circulation within existing social networks, a
dissemination of ideas through consensus and shared literacy.332 As Jocelyn Wogan-Browne, et.
al. have pointed out, however, the “use of the vernacular exposes the gaps in supposedly united
331
MS Royal 16 F II, fol. 188v.
332
See Stock, Listening for the Text, 108-12 (see chap. 1 n. 18). Brian Stock also notes that literacy in the
Middle Ages promoted social groupings and human communities, such as heretics and reformers. Textual
communities thus incorporated new uses for orality surrounding the literature: as Stock notes, “interaction
by word of mouth could take place as a superstructure of an agreed meaning, the textual foundation of
behaviour having been entirely internalized,” The Implications of Literacy: Written Language and Models
of Interpretation in the Eleventh and Twelfth Centuries (Princeton: Princeton University Press, 1983), 88-
92. In contrast, Martin Irvine interprets ‘textual community’ as a semiotic concept, defining it through the
social function of texts—their received canonicity and interpretive commentary that often accompanies
texts. See “Medieval Textuality and the Archaeology of Textual Culture,” in Speaking Two Languages:
Traditional Disciplines and Contemporary Theory in Medieval Studies, ed. Allen Frantzen (Albany: State
University of New York Press, 1991), 184.
158
communities by demonstrating the crucial nonunitary meaning of texts now opened up to diverse
constituencies and therefore capable of generating divergent readings.”333 Therefore, it is
difficult to tease out what classes played what game when game-texts such as the demandes
d’amour emerge in manuscripts intended for widely different audiences, from princes to friars. If
we return to MS Additional 60577 for a moment, Braekman acknowledges that the manuscript
may have been used in a school, but treats The Demaundes off Love as proof that this particular
game-text not only circulated among the gentry and middling-classes, but was actively adopted
in order to emulate the nobility.334 The stratified manifestation of the text (and other demandes
d’amour collections) across a diverse array of manuscripts, however, suggests a different story:
the introduction and circulation of the demandes d’amour in England reveal a more ad hoc
progression of adoption and the purpose (or, purposes) are not always clear from the text alone.
The features of the manuscript—marginalia, illuminations, textual variants, layout, organization,
textual proximities, fascicules (or ‘booklets’), and other elements of a manuscript’s
composition—aid in determining the scribe’s intended purpose and the text’s actual audience, a
‘materialist philology’ as it were.335 For the scribe of MS Additional 60577, and the subsequent
owners who penned notas and manicules along the margins of the text, The Demaundes off Love
may have served as a valuable pedagogical tool and social game-text.
333
Jocelyn Wogan-Browne, Nicholas Watson, Andrew Taylor, and Ruth Evans, eds. The Idea of the
Vernacular: An Anthology of Middle English Literary Theory, 1280-1520 (University Park: Pennsylvania
State University Press, 1999), 115.
334
Braekman, Introduction, 8 and 13.
335
Nichols, The Whole Book, 1-2 (see chap. 2 n. 219). See Chapter 2 for a definition of this term.
159
3.2.2 The demandes d’amour and the English Gentry
In our analysis thus far, the circulation of the demandes d’amour in England reveals an
appropriation of the game for educational purposes, though they were still used, to a lesser
extent, as recreational activities. But there was one group of individuals in England who played
with the demandes d’amour—and other game-texts, as we shall see—primarily for leisure: the
gentry. At the beginning of this chapter, I highlighted Margaret Paston’s letter to her husband
regarding ‘proper’ Christmas entertainment (and games) in a gentry household during a time of
mourning, but any discussion of gentry culture in medieval England must avoid the trap of
assuming a homogenous social structure. The English gentry, Peter Coss argues, formed in the
mid-thirteenth century “in an accelerating process” from lesser nobles who owned property and
often exerted political influence locally and regionally as public authorities,336 thus comprising
the governing body of rural England. More recently, Raluca Radulescu and Alison Truelove
have ventured beyond literal accounts of land ownership and status to argue that the gentry were
“an amorphous, ever-fluctuating group of individuals.”337 The recreational activities often
associated with the aristocracy—including dancing, hunting, jousting, music, sports, and of
course, table and parlour games—were subject to personal taste and accessibility in a gentry
household. In England, the chamber, rather than the hall, became the locus of recreation as
members of the house entertained guests or friends in small-group activities such as reading,
336
Peter Coss, The Origins of the English Gentry (Cambridge, UK: Cambridge University Press, 2003),
11.
337
Raluca Radulescu and Alison Truelove, Introduction to Gentry Culture in Late Medieval England, ed.
Raluca Radulescu and Alison Truelove (Manchester: Manchester University Press, 2005), 1.
160
playing games, and participating in other gentle pastimes. Larger households may have had a
separate dining parlour designed specifically for entertainment.338
One particular depiction of Le Roi Qui Ne Ment appears as an excerpt of Les Voeux du
Paon on fols. 142r-53v in Cambridge, CUL Ff 1.6 (The “Findern” Anthology), a manuscript that
was produced, owned, and read by multiple lesser gentry families in provincial households
around Findern, Derbyshire during the fifteenth and early sixteenth centuries.339 The anthology
may have been for private use among the families that “encourage[d] experimentation by
amateur poets”—experimentations that have resulted in numerous lyrics that are unique to the
manuscript and—as Sarah McNamer argues—may have composed, or at least chosen, by
women;340 in fact, the manuscript’s recurring conscious interest in female issues in its texts and
compilation have led scholars to suggest that it was intended for a primarily female reading
audience. In his study of the Findern manuscript’s readers, Ashby Kinch argues that the
arrangement of texts “reflect a consistent interest in, and concern with, female lament and
agency, particularly male imposition on female decision-making . . . the compilers seem to be
338
M. Dominica Legge, Anglo-Norman Literature and its Background (Oxford: Clarendon Press, 1963),
3.
339
The Findern MS was among the first manuscripts to be published as a facsimile. See Richard Beadle
and A. E. B. Owen, eds., The Findern Manuscript: Cambridge University Library MS Ff. 1.6 (London:
Scholar, 1977). For extensive examinations of the manuscript’s production and development, see also:
Rossel Hope Robbins, “The Findern Manuscript,” PMLA 69 (1954): 610-42; Kate Harris, “The Origins
and Make-Up of Cambridge University Library MS ff. 1.6,” Transactions of the Cambridge
Bibliographical Society 8.3 (1983): 299-333; and Ralph Hanna III “The Production of Cambridge
University Library Ms. Ff. 1.6,” Studies in Bibliography 40 (1987): 62-70. Most scholars agree that the
manuscript was copied in separate fascicles and bound at a later date. Harris alternatively suggests that
the manuscript may have been bound together earlier and developed “in the manner of an album, a loose-
leaf album” as different individuals made entries. “The Origins,” 318.
340
Sarah McNamer, “Female Authors, Provincial Setting: The Re-Versing of Courtly Love in the Findern
Manuscript,” Viator 22 (1991): 284.
161
deeply reflecting on both the limits and possibilities of female response to male authority.”341 At
first glance, then, the inclusion of Le Roi Qui Ne Ment seems unsurprising, even conventional, in
its preoccupation with courtly relationships and questions of love; and, perhaps as a result, much
of the scholarship on the Findern MS concerns the seemingly more tantalizing texts in the
manuscript, including Chaucer’s Parliament of Fowls, extracts from Gower’s Confessio Amantis,
Thomas Hoccleve’s Letter of Cupid, the Middle English romance Sir Degrevant, and Richard
Roos’ translation of La Belle Dame Sans Merci, among others. But if we were to simply read Le
Roi Qui Ne Ment’s inclusion in the anthology as a courtly text intended to provide readers with a
frivolous ludic pastime or showcase how members of these gentry families “conducted their lives
mindful of the need to project to others their perceived superiority” in their inclusion of a courtly
game,342 then we would miss the fact that this version of Le Roi Qui Ne Ment was adapted in
England specifically to address gentry—and, I would argue, female—concerns.
For an anthology that appears, in the words of Ralph Hanna, as though scribal copying
was “a sort of social game” among over forty hands, the inclusion of an actual game seems to
mirror the organic, unstructured process and ludic attitudes inherent in the chosen texts.343 Ethel
Seaton’s work on the Findern MS has been largely discredited by recent scholars, but she
nevertheless presents a romantic image of the manuscript as it may have been produced: as she
writes, the Findern MS was “added to casually, and probably lain about on window-seats, and
suffered in consequence, especially from scribblers.”344 Unlike the other collections of demandes
d’amour circulating in England, this particular excerpt is one of the only extant translations of
341
Ashby Kinch, “‘To thence what was in hir wille:’ a female reading context for the Findern anthology,”
Neophilologus 91 (2007): 733.
342
Radulescu, “Editor’s Introduction,” 14.
343
Hanna, “The Production,” 64.
344
Ethel Seaton, Sir Richard Roos, c. 1410-1482: Lancastrian Poet (London: Hart-Davis, 1961), 85.
162
Longuyon’s romance into Middle English; 345 here it manifests as an embedded game sequence
in narrative form. Notably, the part of the romance that is translated and included in the Findern
MS is almost exclusively the portrayal of a Le Roi Qui Ne Ment game extracted from Les Voeux
du Paon, and has been used by scholars as a clear indicator of the manuscript’s ludic and
recreational nature.346 The Findern MS is playful, indeed. And, as Eleanor Hammond, Kate
Harris, and Kara Doyle have highlighted, the anthology shares a close affinity in its contents
with the so-called ‘Oxford Group’—MS Fairfax 16, Bodley 638, and MS Tanner 346—which
makes the Le Roi Qui Ne Ment excerpt a curious inclusion in the manuscript rather than the
widely circulated Middle English game-text Ragman Rolle (discussed below) or the Chaucerian
game-text Chaunce of the Dyse, both of which are found in MS Fairfax 16 and MS Bodley 638.
While neither Ragman Rolle nor Chaunce of the Dyse—which circulated almost exclusively in
gentry miscellanies and households books—may have been available for copying or were,
perhaps, lost among the missing quires of the manuscript, I would argue that the decision to
include Le Roi Qui Ne Ment offers readers of the Findern MS a way in which to appropriate a
known courtly game for their own purposes that was wholly separate from the two game-texts
intended for an urban London audience. “[T]hese women,” writes Kinch, “imagined themselves
integrally involved in the cultivated sense of social cohesion invoked in the literature they
345
Le Roi Qui Ne Ment section was also included in the Middle Scots translation of the Middle French
Fuerre de Gadres and Les Voeux du Paon, titled The Buik of Alexander (mistakenly attributed to the
Scottish poet John Barbour), which also departs from the version found in the Findern MS. A unique
witness of The Buik of Alexander survives as a book printed by Alexander Arbuthnot in Edinburgh (c.
1580). See: R.L. Graeme Ritchie. The Buik of Alexander, STS (new series) (Edinburgh: William
Blackwood and Sons, 1921-29), especially vols. 12, 17, 21, 25.
346
See, for instance, Kara A. Doyle, “Thisbe Out of Context: Chaucer's Female Readers and the Findern
Manuscript,” The Chaucer Review 40.3 (2006): 238.
163
copied: ‘Gyff hem heven forto see/that lovet gamen and gle/And gestes to fede’ (fol. 109v).”347
Games provide a space for social intimacy unlike other forms of entertainment. Ragman Rolle
and Chance of the Dyse both encourage an intimate, participative gamespace among their readers
in London, but the Le Roi Qui Ne Ment excerpt—a game lifted out of its original courtly and
cultural context in France—befits a very different reading/play experience, one that subverts (or
at least, intermingles with) the courtly fin’ amors in order to conform to the themes of female
governance that are prevalent in the rest of the manuscript.
Briefly, Le Roi Qui Ne Ment excerpt appears as a “main text” in its own booklet, quire O,
penned by Scribe 38—the only item in the manuscript by this scribe. A “filler” lyric, possibly
composed by a female reader, on the vagaries of fortune was added later by Scribe 39 in the
space following the text (fol. 178r).348 The Le Roi Qui Ne Ment excerpt was likely commissioned
around the same time as the other main items and bound together with the other gatherings at a
later date.349 The English scribe freely adapted the work, thereby accumulating 195 additional
lines of text. Karl Roßkopf, the excerpt’s only editor to date, remarks that Paris, Bibliothèque
Nationale de France, MS franç. 1554 is the closest version among the roughly forty-three
manuscripts that include Les Voeux du Paon, but is not a direct source.350 In her illuminating
347
Kinch, “’To thenke what was hir wille,’” 731.
348
See McNamer, “Female Authors,” 290 and 293 for a brief discussion of this lyric.
349
Based on a copying error on fol. 171r, Harris observes that Le Roi Qui Ne Ment excerpt was copied
page for page using a now-lost exemplar in a “professional practice.” “The Origins,” 309. The scribe
corrects a number of mistakes in his text; on fol. 172r, for instance, his eye slips and he fuses lines 306
and 308, omitting line 307 altogether. Noticing his error, the scribe attempts to correct his mistake by
adding in line 307 and then decides to start the stanza fresh on the next page, crossing out the imperfect
lines. Two kinds of stock were used to produce Quire O: Stock 4 (also shared by D, E, and K) and stock
13 (unique to Quire O).
350
Karl Roßkopf, ed. Editio princeps des mittelenglischen Cassamus (Alexanderfragmentes) der
Universitätsbibliothek Cambridge (Erlangen: K.B. Hof- und Universitätsbuchdruckerei von Junge &
Sohn, 1911), 15-17. Oxford, Bodleian Library, MS 264 is also very similar, with a difference of five
164
study of Les Voeux du Paon, Hélène Bellon-Méguelle argues that Longuyon alters the Roman
d’Alexandre cycle by transforming the bitter feuds and horrors of war into events spurring
playfulness among a courtly leisure society. This evocation of l’esprit ludique is typified in the
game scenes in the romance—namely, the chess match and Le Roi Qui Ne Ment—which not only
influences all other events in the narrative, but also lends a sense of courtliness. The Le Roi Qui
Ne Ment episode becomes a way in which to embody displays of courtesy and courtly behaviour
that would have resonated with fourteenth-century French aristocratic audiences.351 The
additions, omissions, and emendations in the Middle English excerpt, I argue, change the work’s
meaning to emphasize obedience and devotion in relationships—concerns that are also reflected
in other texts included in the Findern MS. In Les Voeux du Paon, five characters play Le Roi Qui
Ne Ment in the Chamber of Venus at the request of Cassamus: Betis, his younger sister Fesonas,
his cousin Edea, Ydorus, and their prisoner-guest Cassiel. Cassamus encourages this type of
entertainment for their prisoner of war, partially in an effort to pair Edea and Cassiel. As Green
notes, Le Roi Qui Ne Ment may have been played as a way to facilitate courtship, and the game
in Les Voeux du Paon certainly supports his case: both Betis/Ydorus and Cassiel/Edea marry
later in the narrative.352 In the Findern MS, however, this sense of courtly playfulness is
revalorized in the context of gentry relationship concerns, and such marriages are never indicated
or explicated in the excerpt. An audience familiar with the romance would have been aware of
lines, and I will be using this manuscript to make my comparisons between the Old French Les Voeux du
Paon and the Roi Qui Ne Ment excerpt in the Findern MS.
351
See especially Helene Bellon-Meguelle’s discussion of Le Roi Qui Ne Ment and matters of love on
pages 379-83 and pastimes on pages 423-64, Du Temple de Mars à la Chambre de Vénus: la beau jeu
courtois dans les Voeux du Paon de Jacques de Longuyon (Paris: Honoré Champion, 2008).
352
Green, “Le Roi Qui Ne Ment,” 212-13.
165
the relationships, but in the excerpt the focus remains on the game. Immediately after Betis is
elected ‘king’, he commands his ‘subjects’ to comply with his rule:
Hys astat vp-on hym to take tho gan he sped
And to hem aside: “Loke ȝe now alle, take hede
That my commaundementes ȝe trewely obbeye.”
“ȝis,” they seyde alle wyth-owte drede,
“That ȝe commaunde vs, þe trowþe shul we seye.”353
This passage is an extension of one line in Les Voeux du Paon: “Puis si a demande que bien soit
entendus” [Then he requested that he will be heard].354 More than an embellishment, the
adaptation in the Findern MS brings the rules of the game to a literal extreme: here Betis is not
simply a player, but assumes the position of a male authority on love, one that must be obeyed
and followed. This theme of obedience is drawn out in other additions as well. Betis’ question to
Ydorus is translated as: “Fair maide Ydore, sey me now as swythe/As towechyng to my-self,
w[h]o hat[h] ȝowe longe obbeyde!”355 The English scribe also extends Ydorus’ response in order
to draw out her duty of servitude for a future lover (i.e. Betis) (Table 3.1).
353
Roßkopf, Editio princeps, lines 28-32.
354
Paris, Bibliothèque Nationale de France, MS franç 1554, fol. 29r. Other versions in French are similar
to MS 1554. Oxford, Bodleian Library, MS Bodley 264 states, for instance, “Et li rois demanda quil soit
bien entendus” (fol. 120r). All transcriptions from Paris, Bibliothèque Nationale de France, MS franç
1554 and MS Bodley 264 are my own.
355
Roßkopf, Editio princeps, lines 103-04.
166
MS Bodley 264 MS Ff 1.6 (Findern)
Bele dame Idorus dirons nous ensement “Fair maide Ydore, sey me now as swythe
O il te moie part te vous ne sai comment As towechyng to my-self, w[h]o hat[h] ȝowe
He tous cuers ensignies tounor parfaitement longe obbeyde!
Confortes vostre ami dun seul otroiement Swete herte, yn loue tawȝt so parfethly,
Sire dist la pucele ie nai nul pensement Comforte yowr loue with a sely graunt!”
Que ia deuiegne amie en parler seulement “Sere,” saide this maide, “I telle yow trewly
Quant ien ferai le ton chiert si tresfrancement As towechyng this mater, I may make avaunt,
Quanoec le ton tonrai cuer et cors et talent To be-come a louer ȝit was I neuere obbeysaunt
Ja ne me maintenrai vers amors fausement356 In thowȝt ne yn wyl, that dar I wel saye.
And to whom I graunte, I shal make a conuenaunt
Hym trewly to loue and lowly obbeye;
For w[h]an I make that graunt, it shal be do frely,
That wyth that graunt I ȝeue herte and body yn fere;
Shal I neuere to my loue gouerne vntrew[e]ly,
But wyth body and herte make hym good chere,
And hym yk therto yn the best manere.
Thus shall I me gouuerne, what þat euere he be;
And that hym list teche I wyl gladly lere;
For fully hym to plesse, I wyl obbeye me.357
Table 3.1: Translation of Le Voeux du Paon into Middle English in the Findern Anthology
Such a response departs from other depictions of women’s governance in the Findern MS. In The
Parliament of Fowls, for instance, the female formel eagle has the freedom and power to choose
her own lover in the game of fin ‘amors. In other instances of the courtly love ethos, it is often
the male suitor declaring his unfailing commitment to his potential lover. As Kara Doyle
articulates, other texts in the Findern MS aim to highlight how a women should “weight and
respond to the claims of devotion and service offered by a courtly suitor.”358 In the Le Roi Qui
Ne Ment excerpt, the manner in which the female players respond is, for the scribe, to show
obedience to their lover. Ydorus’ answer conforms to gender norms. In Ydorus’ final question to
356
MS Bodley 264, fol. 120v.
357
Roßkopf, Editio princeps, lines 103-20.
358
Doyle, “Thisbe Out of Context,” 241.
167
Betis, in which she asks “w[h]iche iij thyngis haue most suffysaunce, / To make trewe loueres
sytte on the w[h]el a-boue,” is presented in the Middle English translation by a compliant Ydorus
to “my lord, my gouernour” the king: “‘Sere’ she seyd, ‘I stond in gret errour / Of iij thynges of
loue; ther-fore wolde I be / Enformed sekirly of yow that be my kynge.”359 She thus takes the
position of a student, and Betis’ answer (also greatly extended in the translation) reinforces his
position as the authority on matters of love, in which “Al the coreccioun to yow I
recommaunde.”360 In a text that is, essentially, a literal depiction of the game of love, the scribe’s
recurring emphasis on female submission and servitude intensifies the dissonance between
matters of love and the realities of marriage, which, for the gentry, were often local and arranged
by families. Gentry women in Derbyshire and elsewhere in England were responsible for
preserving the estate for future generations, and the vows of marriage also signified compliance
to a husband and household. In both Margaret Paston’s and Margery Brews’ letters to their
husbands, they occasionally address them as “my rytȝ wurschipful mayster.”361 Furthermore,
Margery Brews signs her letters to her husband, John Paston III, as “Be yowre seruaunt and
bedewoman.”362 McNamer considers these terms of address “statements of literal truth,” and, in
the context of a game on courtship, the addition and reiteration of female servitude in the Le Roi
Qui Ne Ment excerpt exemplifies this relational hierarchy between husband and wife. Agnes
Stonor extends this quality of female devotion even further:
Right worshipfull Maister, y hertly comaund me unto you with alle suche servise as y can
359
Roßkopf, Editio princeps, lines 404-05, 392, and 397-99.
360
Ibid., 441.
361
Davis, Paston Letters, 233-37, 295, and 663-69.
362
Ibid., 663-69.
168
or may: thonking you of youre kyndenesse shewed unto me, so pore a woman as y am,
and unto your Maystershyp owndeserved.”363
In this light, Le Roi Qui Ne Ment is not included simply, in the word of Doyle, to “evoke this
atmosphere of playful flirtation and debate.” While the game retains a sense of pleasure, the
scribal adaptations promoting female obedience punctuate the courtly game with marriage roles
that would have been legible to female readers.364
It is perhaps no accident that the Le Roi Qui Ne Ment excerpt appears in the Findern MS
immediately after Roos’s translation of Alain Chartier’s La Belle Dame Sans Merci, a text
lauded for its ability to spark debate among its readers regarding love.365 For the Belle Dame, fin
‘amors should be treated as trifling courtly play: she refuses the male courtier’s advances in all
instances, thereby avoiding submission to the lover’s male gaze. She not only retains her sense of
independence, but also warns women of the false words of men:
Ye trewe lovers, thus I beseche you alle:
Suche aventours, fle heim in every wise,
And as people defamed ye heim calle;
For they, trewly, doo you gret prejudice.
Refuse hath mad, for al sich flateryse,
His castellis stronge, stuffed with ordenaunce,
For they have made longe tyme, by thaire office,
The hole countré of Love in obeissaunce.366
Juxtaposed together, whether by the original compilers or a later antiquarian binding the
manuscript, the Belle Dame’s skepticism of the courtly love object informs the adapted game of
363
Charles Lethbridge Kingsford, ed. The Stonor Letters and Papers 1290-1483, vol. 29 (London: Offices
of the Society, 1919), 100.
364
Doyle, “Thisbe Out of Context,” 233.
365
See Emma Cayley, “Collaborative Communities: The Manuscript Context of Alain Chartier’s Belle
Dame Sans Mercy,” Medium Ævum 71 (2002): 226-40.
366
Dana M. Symons, ed., “La Belle Dame Sans Mercy,” Chaucerian Dream Visions and Complaints,
TEAMS Middle English Texts Series (Kalamazoo: Medieval Institute, 2004), lines 813-20.
169
Le Roi Qui Ne Ment. While the seemingly courtly game may ostensibly appear at odds with the
Belle Dame’s final verdict on fin ‘amors, its additions and extensions render the formal game as
a critique of its own artifice. In Betis’ first question, directed at Edea, the aim of the game is to
draw out personal, intimate details through the personification of love: “Tel me, yf euere ȝe felte
vp-on yow ryse / The sorwes of loue & euelys þat hym doth sue!”367 This question is not telling
on its own, and indeed the questions found in this episode of Le Roi Qui Ne Ment appear
elsewhere in other demandes d’amour collections, but her coy response, “hym that I loue, shal I
not refuce” immediately establishes her as a love-object worth pursuing, and, unsurprisingly,
Cassiel is instantly smitten by her beauty:
Here blod ther wyth stere her bewte gan to sprynge;
She semed fayrer a gret del than before.
Bawdryn here beheld; he thow[ȝ]te so fayr a thynge
Hadde he neuer seen seth ferst that he was bore.
Here bewte his herte wyth loue hath smet so sore,
That his desir ys fully hir to serue.
His loue to here en-cresyth so more & more,
That he hir seruaunt muste be tyl that he sterue.368
Again the scribe extends the original Old French to focus on the Cassiel’s promise of devotion,
but here the thoughts of service are presented in a more conventional fashion. For Cassiel, Edea
becomes the love-object—a clear contrast to La Belle Dame’s behaviour. His gaze is not only
found at the beginning of the game, but also concludes it. There is an overview of the scene as it
reaches an end, “dyportes and plays & al maner gladnesse / Among these lusty folkes
entrecomvned be,”369 but it is also connected to Cassiel’s gaze:
367
Roßkopf, Editio princeps, lines 39-40.
368
Ibid., lines 57-64. This is an extension of three lines: “Li Baudrains lesgarda si fu au cuer ferus /
Damors et de biaute qui li corurent sus / Et force ce desir qui si est embatus” MS Bodley 264, fol. 120v.
369
Ibid., lines 447-48.
170
Summe meryly ta[l]kyng & summe holden hem coye.
In suche a maner presoun sum folke, I trowe, wold be,
As ys this ilke Bawdrayn, þat hath before hys eye
A merour ful of plesaunce, w[h]er-of right glad is he.
For no man shal hym lette þer-yn right wel to prie;
And ther-yn may he se the shap so wommanly370
Among the larger backdrop of texts focusing on female agency, Le Roi Qui Ne Ment presents a
troubling text: in a game that adheres to the rules of fin ‘amors, the female devotion and
objectification emphasized by the English scribe reveals the limits of female choice. As Kinch
notes, “the compilers seem to be deeply reflecting on both the limits and possibilities of female
response to male authority and imposition.”371 This sentiment appears elsewhere in the
manuscript as well. In a sixteenth-century lyric added on fol. 56r by Scribe 11, for instance, a
speaker writes, “ffor euery daye / they wait ether pray / wher-so they may, / and make butt
game.”372 The figurative ‘game of love’ may take place in the Chamber of Venus, but is ruled by
the authority of men. The inclusion of Le Roi Qui Ne Ment in the Findern MS, then, appears to
be unmasking the bounds of female agency in the marital ‘game of love:’ a tension between
“confirming” and “resisting” gender norms in courtly narratives.373
This position is further reinforced by the ad hoc frame of war in the excerpt, for the Le
Roi Qui Ne Ment excerpt seems conscious of its place within the larger context of warfare.374
The excerpt begins by Cassamus’ commands to Ydorus and Betis to entertain their prisoner of
370
Ibid., lines 454-59.
371
Kinch, “’To thenke what was in hir wille,’” 733.
372
See also McNamer, “Female Authors,” 304.
373
Kinch, “’To thenke what was in hir wille,’” 733.
374
While Henry Bradshaw believed a lost bifolium had begun Le Roi Qui Ne Ment excerpt, Derek
Pearsall has argued that the extract is complete. Derek Pearsall, “The English Romance in the Fifteenth
Century,” Essays and Studies 29 (1976), 71n1.
171
war: “do hym chere, & wyth that maide of pris, / That ys faire Ede, make hym aqweynted be.”
As I have mentioned, the main purpose of this episode is political: pair Edea and Cassiel, an
enemy and captive of Cassamus’ side. As Cruse remarks, the episode in Les Voeux du Paon
offered “a ludic and amorous parallel to the warfare that rages outside the palace and city
walls.”375 The game itself takes place in a woman’s ludic space, in which “these fresh[e] ladyes
& these lordes ben sette / On kussynys of silk to-gedir to and to, / Spekynge of loue & other
thyngges mo.”376 But combat is never far from their thoughts: after Ydorus replies to Betis’
question, she turns the conversation to war and, more importantly, playfully vows to love Betis
should he return from war with Clarus.377 Notably, the excerpt does not end with the game or
Cassiel’s gazing at Edea. Rather, it turns to Clarus’ camp and his strategies for warfare. While
the young folks are playing Le Roi Qui Ne Ment, Clarus is complaining “of the grette slawtre,
and of the grette affray / [That] he and his men hadde yn the hom coming.”378 When he hears that
his cousin Cassiel has been captured, he dissuades Marcien from launching an attack on the city,
noting that Cassiel is likely at play with the young women and not in any real danger.379 The
concluding line in the excerpt highlights the nobility of Clarus’ four sons, all knights who have
just returned from hunting: “Men seyd of these iiij was a noble syȝte.”380 Why conclude here?
This stanza does not end a section in Les Voeux du Paon, which continues to describe the
qualities of the knights and plans for warfare. Rather, framing the game sequence within the
larger events of war reflects the separation and uncertainty of combat—and demonstrates again
375
Mark Cruse, Illuminating the Roman d’Alexandre, 28.
376
Roßkopf, Editio princeps, lines 11-13.
377
See Roßkopf, Editio princeps, lines 121-30.
378
Ibid., lines 469-70.
379
Ibid., lines 496-504.
380
Ibid., line 567.
172
the active, participative method of selecting and editing by the Findern MS’s scribes and
compilers. While war is still presented in a ludic atmosphere, feelings of separation from a lover
appears immediately following the excerpt in the lyric “A Woman’s Lament Against Fortune.”
Possibly from the point of view of a woman spurred by real-life circumstances, the lyric
describes the hardship one experiences at the separation of a loved one: “And thynke what
sorowe is the departing / Of two trewe hertis louyng faithfully; / For partyng is the most
soroughfull thynge / To my entent, that euer yet knewe I.”381 In her plea to Fortune, the female
speaker seems at first glance to be participating in the social play of love, but, as McNamer
observes, this particular lyric insists on showing “the continuing pain of separation”—a pain that
differs from the pain of unrequited love and sorrowful longing often found in courtly love lyrics.
While the lyric’s juxtaposition with the excerpt may be coincidental (if the composer merely
found some empty space in the manuscript), the themes of love and loss nevertheless resonate in
both texts—and evidence of similar juxtapositions of lyric and canonical texts can be found
elsewhere in the manuscript.382 Husbands of gentry women often had to travel for great lengths
of time for warfare or work. If the primary purpose of the Le Roi Qui Ne Ment excerpt was to
provide rules or a mnemonic for the game or encourage debate, as with other demandes d’amour
collections, then it would have been reasonable to end the excerpt after the game episode. The
apposition of Le Roi Qui Ne Ment and depictions of war therefore indicates more than simply a
courtly game within a chivalrous setting. While its original context denotes a game of leisure for
élite readers, the scribe’s selective editing of the Le Roi Qui Ne Ment excerpt in the Findern MS
McNamer, “Female Authors,” 310.
381
For a comprehensive discussion of the Findern anthology in the fin’ amors tradition, see Cynthia
382
Rogers, “‘Make thereof a game:’ The Findern Manuscript’s Lyrics and their Late Medieval Textual
Community,” PhD diss (Indiana University, 2015).
173
reflects not only the adaptation of a French courtly game in the context of a female provincial
gentry readership, but also offer a complex reading of female identity, one that is able to
reinforce or counter other behavioural identities offered by other texts in the manuscript. The
game Le Roi Qui Ne Ment may have been played by the readers of the Findern MS in
Derbyshire, but the inclusion of the text also offers a different kind of ludic experience:
participation in debating the role and agency of women.
From the manuscript evidence, the demandes d’amour were clearly not as popular as a
game in England, but their appropriation demonstrates how these game-texts could move fluidly
and easily into different manuscript contexts for different purposes. The demandes d’amour were
used by individuals across the social strata in question-and-answer, dialogue, and narrative form
and were used as a playable text in the sixteenth century as well. Highlighting the (re)discovery
of the ‘active audience’ concept in game studies, a concept already well-known to medievalists,
Bryan Behrenshausen illuminates what he sees as a fallacious structure-player binaristic
understanding of games that has resulted from a traditionally formalist approach to game studies:
“[m]odels of a gaming situation couched in logics of relations between readers and texts cannot
completely account for the complex, multifaceted operations of power crisscrossing this
particular situation, whose domains entail juridical, protocological, infrastructural, racial,
geopolitical, algorithmic, cultural, and economic.”383 Le Roi Qui Ne Ment excerpt works because
it is able to perform at multiple levels of meaning: as a game, as an exploration of gender
normativity, as a narrative, and as a debate among other texts, among other things. The Old
French game Le Roi Qui Ne Ment, for English readers, is not taken at face-value and instead
played according to multiple influences imposed on the text. While we must account for the
383
Bryan Behrenshausen, “The Active Audience, Again,” 874.
174
various cultural, social, material, and political processes that makeup this gaming situation—and,
of course, texts—it is therefore not enough to reduce the player to one body among many within
a larger assemblage of influential entities. As Taylor remarks, “players do not just consume. Or
act as passive audience members of, the game but instead are active co-creators in producing it
as a meaningful experience and artifact.”384 Devaluing the role of the player not only potentially
relegates the idea of ‘player’ to an ideal or abstraction, but also fails to take into account the
distinct modus operandi of gameplay: player agency between players and other game elements.
And it is this interaction—the connection between a player and their game—that renders the
experience significant. For medieval game-texts in particular, this convergence occurs primarily
through a player’s engagement with a manuscript. The next section of this chapter focuses on
another game-text that was also adapted from Northern France, but still circulated primarily as a
game enjoyed by the gentry in England: the fortune-telling game Ragemon le Bon.
3.3 Tracing Ragemon
The pivotal role that the provincial gentry household played in the transmission of
vernacular literature in England has been well established by scholars.385 Games sit at the nexus
of narrative and the material world and, as a result, share a close relationship with manuscripts in
the Middle Ages. As I discussed in Chapter 1, their occasional cultural expression as text
sometimes masks their wider associations as participative, interactive entertainment. Literary
384
T. L. Taylor, Play Between Worlds: Exploring Online Game Culture (Cambridge, MA: MIT Press,
2006), 133.
385
Peter Coss, “Aspects of Cultural Diffusion in Medieval England: The Early Romances, Local Society
and Robin Hood,” Past & Present 108 (1985): 44–45 .
175
scholars tend to stress the importance of recreational literature in gentry households, but the
gentry could enjoy literature within a larger constellation of amusements, including chess and
game problems. As I have shown, such activities often shared a closer relationship with literature
than has previously been thought. Like modern interactive fiction that combines game elements
with narrative, game-texts move fluidly between media we frequently delimit as either
‘literature’ or ‘game.’ For medieval audiences, who enjoyed the oral performance of recreational
literature alongside other entertainments, the boundaries were not so clearly fixed.
In this section, I chart the transmission and social evolution of the heretofore little-
discussed Anglo-Norman game-text Ragemon le Bon to more fully understand how it operated as
a site of engagement and entertainment both for poets and gentry audiences and blurs the
theoretical boundaries between ‘game’ and literature.’386 Situated in Quire 22 of Oxford,
Bodleian Library, MS Digby 86 (fols. 157r-164v)—a thirteenth-century trilingual quire that
includes Les Miracles de Saint Nicholas [the Miracles of Saint Nicholas], Marian prayers, and
the Middle English lyric on the transience of worldly goods, “Worldes Blis”—Ragemon le Bon
is an amorous game of chance that consists of fifty stanzas each revealing a player’s fortune,
often about matters of love. Found in manuscripts over a 300 year period, Ragemon le Bon
surfaces in various guises in manuscripts for gentry audiences in England, including its
incorporation into Anglo-Norman clerical texts and Middle English Chaucerian games; attesting
to its chameleon-like nature, the game-text moves from provincial households of the emerging
386
See also: Arthur Långfors, Un Jeu de société au moyen âge, Ragemon le Bon, Annales Academiae
Scientiarum Fennicae, Ser. B, 15, No. 2 (Helsinki, 1920-21); John Frankis, “The Social Context of
Vernacular Writing in Thirteenth Century England: The Evidence of the Manuscripts,” in Thirteenth
Century England I: Proceedings of the Newcastle Upon Tyne Conference 1985, eds. Peter R. Coss and S.
D. Lloyd (New Hampshire: Boydell, 1985), 175-184; and Peter Coss, The Foundations of Gentry Life: the
Multons of Frampton and their World 1270-1370 (Oxford: Oxford University Press, 2010), 245-48.
176
gentry to networks of urban players in London. While it would likely be fallacious to consider
this game-text as a reliable reproduction of actual courtly or social behavior, the projections and
characters arising from Ragemon le Bon—and its subsequent play in gentry households—
provide an arena for exploring the attitudes and spaces afforded for play. Studying these game-
texts also provides insight into “how the gentry saw themselves, [and] if possible how others saw
them, bearing in mind that identities are multiple and changeable.”387 The enduring play of
Ragemon le Bon and its successors thereby offers further understanding into how the
transmission of games could fluidly move between spaces as diverse as play and piety, and more
generally between what we deem ‘game’ and ‘literature,’ repurposed according to the needs and
desires of its players.
The first surving witness of Ragemon le Bon appears in the diocese of Worcestershire,
England during the later thirteenth century; a unique witness of the game appears in England on
fols. 162r-163v in MS Digby 86 (ca. 1372-82), a commonplace miscellany tied to known gentry
households. The manuscript was likely copied by its first owner, Richard II de Grimhill, a
member of the lesser gentry who had ties to families in royal courtly circles, including the
Beauchamps of Warwick.388 Richard de Grimhill was not a knight, but, rather, a legal attendant
and land owner, and was one of three Worcestershire men “sent out as justices to examine
infringements of the Magna Carta.”389 The other family names that appear in MS Digby 86, the
Underhills and the Pendocks, are also related to Richard through marriage and as
387
Christine Carpenter, “Gentry and Community in Medieval England,” The Journal of British Studies
33.4 (1994): 379.
388
Judith Tschann and Malcom Parkes, Introduction to Facsimile of Oxford, Bodleian Library MS Digby
86, Early English Text Society (Oxford: Oxford University Press, 1996), lvii.
389
Coss, The Foundations of Gentry Life, 233.
177
beneficiaries.390 In the early fourteenth century, MS Digby 86 passed from Richard to Amice, his
daughter, who in turn married Simon Underhill. Throughout this history, MS Digby 86 persisted
as a personal object whose readers continually added marginalia, notes, pen trials for wills and
documents, and other content.391 Through this ongoing process, MS Digby 86—and by extension
Ragemon le Bon—became a personal item and social text passed down among a community of
readers.
Ragemon le Bon appears in the manuscript without instruction or any indication of its
ludic, interactive nature. All early courtly games of chance, as far as we know, included a mixed
company of players (both men and women); only later in the fifteenth century did some of them
develop into strictly women’s games.392 Players may have played Ragemon le Bon in a number
of different ways: players might have copied stanzas onto pieces of parchment with a seal and
string attached, since “Ragman Rolls” (rolls of deeds on parchment) likely inspired the
mechanics of the game.393 Alternatively, players may have chosen a fortune at random from the
manuscript by attaching a string to the margin or by using their fingers to point to a fortune. This
divination mechanism differs from other medieval literary games such as Chaunce of the Dyse ,
which uses three dice instead of string to dispense fortunes to players.394 Good fortunes typically
depict riches, favorable character traits, success in love, courtly behavior, eloquence, and fame,
while misfortunes highlight the player’s fickleness, folly, gluttony, danger, pain, or other foibles.
390
Miller, “The Early History of Bodleian MS Digby 86,” 42.
391
For a detailed description of later hands and additions, see Miller, “The Early History,” 23-56.
392
See Nicola McDonald's examination of fifteenth-century women's games, including Ragman Rolle:
McDonald, “Games Medieval Women Play,” 176-97 (see chap. 1 n. 14).
393
“Ragman Roll” was also the document used by the Scottish gentry and nobility to swear allegiance to
King Edward I between 1291-92.
394
See Chapter 1 for a discussion of divination, probability, and fortune-telling games.
178
Through this nonlinear, interactive reading/play experience, the collection of character-defining
fortunes given to players would generate an emergent story that could change with each new
iteration of gameplay; as a precursor to our modern role-playing games, medieval players
became protagonists immersed in the game’s imaginary world at the same time that they may
have enjoyed the display of etiquette and social mannerisms afforded, and indeed, encouraged,
by these games.
The origins of Ragemon le Bon as a parlour entertainment begin on the Continent.
Amorous textual games of chance such as Le Jeu d'Aventure [the Game of Chance] (ca. 1278)
and Le Jeu d’Amour [The Game of Love] (MS ca. 1400) both arose in Northern France during
the late thirteenth century, possibly influenced by earlier courtly question-and-answer and debate
games.395 While Le Jeu d’Aventure employs string and Le Jeu d’Amour uses dice for its
divination mechanism, both game-texts emphasize courtly behavior—or deviation from it—in
their fortunes, enabling players to engage in “mock courtship” similar to Le Roi Qui Ne Ment
discussed above.396 By receiving random stanzas, players could insert themselves directly into
the courtly rhetoric.
Le Jeu d’Aventure, which shares the same mechanics as Ragemon le Bon, appears on
fols. 259v-60v in Paris, BnF, fonds français 837, a celebrated collection of fabliaux and other
literary entertainments copied in a Northern Francien hand. For the most part, fortunes in Le Jeu
d’Aventure emphasize desirable and undesirable character descriptions emanating from courtly
social conduct. An example of this can be seen in fortune nine of Le Jeu d’Aventure, which
describes the ideal characteristics of a courtly lady:
395
The Archives de littérature du Moyen Âge titles the work “Les gens d’aventure,” but will I use
modernized spelling throughout.
396
Green, ““Le Roi qui ne ment,” 211-25.
179
Envoisiez, cortois et jolis
Serez, et bien parlanz toz dis,
Et amerez chiens et oisiaus,
Et mult aurez de vos aviaus.397
[You are fun-loving, courteous and pretty, and an excellent speaker with your words. You
love dogs and birds and will have much of your desire]398
The fortune reinforces desirable attributes, including beauty, eloquence, and a fondness for pets,
and illustrates how players could imagine themselves in this fictive world of courtly dalliance.
For male players, receiving these fortunes could provide a humorous subversion of gender
normativity. The aim of the fortunes was not simply to describe a player’s character, but, rather,
to draw out innuendo and playful courtship, much like modern party games such as “Truth or
Dare” and “I Never,” which also operate on the basis of truth-telling to reveal new aspects of
players and craft moments of embarrassment and dalliance. Fortune six, for instance, suggests
that the male player has a love interest: “Grant joie aurez de vostre amie, / Quar ele ert cortoise et
jolie. / Si l'amerez et ele vous / Toz jors léaument par amors” [Great joy you have of your friend,
for she is courteous and pretty. If you love her and she you, everyday you will love each other
loyally in love],399 which could lead to further discussions of this hypothetical lady. Aristocratic
audiences could cultivate the courtly codes of behavior exemplified in Le Jeu d’Aventure
through, in David Burnley’s words, “the enjoyment of leisure” that provides privileged access to
397
Achille Jubinal, ed., “Geus d’Aventures,” in Jongleurs et trouvères (Paris: J. Albert Merklein, 1835),
lines 33-36.
398
All translations of Le Jeu d’Aventure are my own.
399
Jubinal, “Geus d’Aventures,” lines 21-24.
180
specialized knowledge—we can recall here Oiseuse (literally, ‘Leisure’) from Roman de la Rose,
who guards the garden of courtliness.400
Other fortunes in Le Jeu d’Aventure foresee the player becoming a profitable merchant,
facing extreme poverty, or losing his or her reputation if they do not roll a five or a six while
gambling.401 The most appalling fortunes insult the player by accentuating loathsome traits or
skills, delineating the player a “borderes” [boaster] or “chat uslé” [howling cat]. Other fortunes,
such as number twenty-five, caution the player to change their ways or else suffer dire
consequences: “Ades seras-tu truferiaus, / Uns borderes, uns lécheriaus; / Sages cuides estre et
cortois, / Et si ne sez vaillant .ij. nois” [Right now you are a scofferous braggart and a glutton;
Live with wise thoughts and courtesy, or you will not be valiant for ten nights.]402 But arguably,
the worst fortune occurs at the end of the collection in stanza thirty-four; unlike other fortunes, it
is juxtaposed with a moral lesson in the last fortune—notably the only one in the collection:
Volentiers alez au bordel,
Et où l'en jue au tremerel,
Et gaaigniez mult à envis;
Por ce estesrvous trop chétis.403
[You desire to go to a brothel, where you play at gambling and win considerably again
and again; For that you are unduly wretched.]
400
David Burnley, Courtliness and Literature in Medieval England (New York: Longman, 1998),
53.While courtly activities were not often thought of as “useful accomplishments” for men and women,
the plethora of descriptions of courtly ladies reading stories of Troy, playing chess, sewing, feeding a pet,
and playing musical instruments indicate a need to illustrate external symbols of courtly refinement.
401
Jubinal, “Geus d’Aventures,” line 50, lines 19-20, lines 1-4. While gambling was widespread across
medieval Europe, ecclesiastics frequently condemned it and Kings wrote laws and decrees to ban it.
Gamblers most often used dice-games due to the element of chance to quickly impact one’s life through
wins and losses. Ecclesiastics and lawmakers also considered gambling a sin in all forms because it often
led to greed, addiction, idleness, and other poor habits. See Purdie, “Dice-games,” 167-84 (see chap 1 n.
76). See also Bubczyk, “Ludus inhonestus et illicitus?,” 23-43 (see chap 2 n. 190).
402
Jubinal, “Geus d’Aventures,” lines 97-100.
403
Ibid., lines 133-36.
181
Onques n'amastes fausseté,
Mes toz jors bien et léauté,
Et ne vous esmaiez de rien ,
Qu'encore aurez assez de bien.404
[Never fancy falseness but live with goodness and integrity every day. Do this and you
will not fear anything. Again you will have plenty of virtue.]
Fortune thirty-four is the only stanza to combine both a socially immoral locale and the evils of
gambling. For the poet, all forms of gambling, whether wins or losses, constitute a wretched act.
Thus, even a good gambler is a despicable individual. Perhaps in response to this despicable
behavior, the last fortune does not ascribe a laudable personality trait to the player—unlike all
the other good fortunes—but, rather, points to virtue only as an aspiration.
Although Le Jeu d’Aventure’s thirty-five stanzas do not directly mirror those of Ragemon
le Bon, they do share a number of phrases and themes, suggesting that both poems either derived
from an earlier copy that had circulated in Northern France and passed to England, or used
common stock phrases from variant games that a ‘game designer’ poet could easily manipulate.
In Ragemon le Bon, for instance, fortune two reads:
Vous fausez trop sovent vos dis,
Touz jours irrez de mal en pis:
Ore vous repentez come sage,
Ou vous averez la male rage.405
404
Ibid., lines 137-40.
405
Thomas Wright, ed. “A Game of Chance,” in Anecdota literaria: a collection of short poems in
English, Latin, and French, illustrative of the literature and history of England in the thirteenth century
(London: John Russell Smith, 1844), lines 5-8. Subsequent citations will be references parenthetically in-
text.
182
[You often unreasonably falsify your words. Every day goes from bad to worse: now you
should repent as one who is wise or you will have violent pain.]406
The first two lines also appear in stanza seventeen of Le Jeu d’Aventure as:
Vous faussez trop sovent voz dis;
Toz jors alez de mal en pis.
Votre parole est trop volage:
Si vous en tient l'en mains à sage.407
[You often unreasonably falsify your words. Every day goes from bad to worse. Your
word is too fickle: unless you remain in the hands of the wise.]
Both stanzas share the phrasing and the theme of a false tongue, but Ragemon le Bon differs in
its emphasis on repentance and the risk of experiencing acute physical pain; the term ‘male rage’
appears elsewhere in thirteenth-century poetry in England as a description of violence, though
the term ‘rage’ was also associated with toothaches. Given the description of the player’s false
words, the source of pain might also spring from the mouth.408 Due to the modularity afforded by
406
All translations of Ragemon le Bon are my own.
407
Jubinal, “Geus d’Aventures,” lines 65-68.
408
In a thirteenth-century Anglo-Norman political lyric concerning King Edward I, the poet writes,
“Nostre rays Edward ait la male rage! [May our King Edward suffer the male rage].” In the Anglo-
Norman fabliau Le Chevalier à la Corbeille [the Knight of the Basket], found uniquely in MS Harley
2253, fols. 115v-117r, the lady uses the term ‘male rage’ to wish the death of a peeping old crone (line 80,
fol. 116r). According to the Oxford English Dictionary, the term ‘rage’ became associated with
toothaches around 1352, though the association may have occurred much earlier. The use of the term in
Middle English appears in Terms of Association as “A rage of tethe,” located in Aberystwyth, National
Library of Wales, MS Brogyntyn 2.1 (olim Porkington 10) (c. 1450) and Oxford, Bodleian Library,
Rawlinson D.328 (c. 1475). In 1538, the Flemish composer Thomas Crecquillon uses the phrase ‘male
rage’ in his song “Alix avoit aux dents la male rage” [Alice has a violent toothache], wherein Alice’s
beloved promises to cure her toothache by inducing heartache in its stead. See: "rage, n.” OED Online.
Oxford University Press, accessed September 2011,
http://www.oed.com/view/Entry/157438?rskey=r1IB1v&result=1&isAdvanced=false and Stefano Eramo,
“Classical Music and the Teeth,” Journal of the History of Dentistry 60.3 (2012): 36-37.
183
game-poems such as Ragemon le Bon and Le Jeu d’Aventure, game poets could adapt the game
to incorporate regional tastes for the audience.
The use of string or parchment to draw fortunes therefore does not provide a full
understanding of the game: the game’s cultural meaning—and enjoyment—is also dependent
upon its ability to craft a ludic textual fortune for the players. Cultural game studies scholars
have downplayed the importance of narrative in games, arguing that mechanics make a game
enjoyable and the content simply provides an aesthetic exterior (a user interface) in which to
interact with the game’s mechanics.409 In Ragemon le Bon and Le Jeu d’Aventure, however,
emergent narrative becomes a critical point of cultural signification. Both games deploy the same
mechanics, but their differing content suggests that they are not, in effect, the same game.
3.3.1 Ragemon le Bon and the Fabliau Tradition
While Le Jeu d’Aventure’s fortunes stem from the realm of courtly romance for an
aristocratic audience, Ragemon le Bon’s poet, I argue, plants his game-text squarely within the
genre of fabliaux for gentry players: popular tales that are noted for their erotic, bawdy comic
traits and end with an explicit (and often mock serious) moral. The scribe-compiler situated
Ragemon le Bon close to the earliest extant Middle English fabliau Dame Sirith (fols. 165r-168r),
in which the young clerk Wilkin seduces Marjeri, a merchant’s wife, through the trickery of
Dame Sirith. “These often scandalous works,” Howard Bloch writes, “are filled with the
celebration of bodily appetites: sexual, economic, and gastronomic, and, yes, even a human need
409
Game designer Raph Koster argues that fiction in games are “convenient metaphors” that wraps the
patterns underlying games. A Theory of Fun for Game Design (Arizona: Paraglyph, 2005), 80-86.
184
for laughter.”410 Take, for instance, Ragemon le Bon’s thirty-fifth fortune, which portrays a male
player’s rakish sexual conduct:
Jolifs estes et amorous,
Mout fotez en nuiz, en jours;
Jà si lede ne troverez,
Que volounters ne la fouterez (140-44).
[You are spirited and amourous. You fuck often night and day. No matter how ugly you
find a woman you will fuck her willingly.]
This fortune is book-ended by a fortune calling out a disdainful male speaker on the one hand
and a player who will be granted income, palfreys, stallions, and weapons of great renown on the
other. The verb ‘foter’ (literally, ‘to fuck’) appears multiple times in Ragemon le Bon, along with
references to cheating, love affairs, and the baring of backsides to lovers. Le Jeu d’Aventure does
not make any reference to such activities. In fact, the word ‘courtesy’ only appears five times in
Ragemon le Bon’s fifty fortunes, though a number of fortunes do highlight aristocratic values.
Ragemon le Bon’s eleventh fortune appears to be a re-written version of stanza twenty-one in Le
Jeu d’Aventure, which effectively subverts a theoretically positive blessing of childbirth with
accusations of whorishness:
Bele fame aurez-vous assez,
Se vous de li estes amez;
Grant plenté d'enfans averez,
Ne jà ne moutéplierez.411
[Lovely lady will you have enough that you are well loved. You will have a great
abundance of children and will always multiply.]
In Ragemon le Bon, stanza eleven reads:
410
R. Howard Bloch, introduction to The Fabliaux, trans. Nathaniel E. Dubin (New York: Liveright,
2013), xxi.
411
Jubinal, “Geus d’Aventures,” lines 137-40.
185
Bele femme et pute averez,
La si ben ne vous garderez;
Enfaunz plusours averez,
Mès jà un soul ne engendrez (84-87).
[Lovely lady, embodying whoreishness, indeed you do not heed virtue; you will have
plenty of children, but never produce a soul.]
Whereas the abundance of children promised in le Jeu d’Aventure secures a strong family
lineage, the whore will only produce “soulless” bastards due to her lustful behavior, which
hinders her family’s future. Another example of this fabliau-like text occurs in two fortunes that
offer differing views on courtship; a player’s loyalty to his lover in Le Jeu d’Aventure’s sixth
fortune (quoted above) is entirely absent in Ragemon le Bon’s fourth and sixth fortunes, which
emphasize carnal pleasure:
Grant joie averez de vostre amie:
Deu vous tenge longe vie!
Touz jours serez mout vaillaunt,
E voustre amie atretaunt (13-16).
[You have great affection for your friend: God will grant you a long life! Every day you
will have a great deal of bravery and your friend will attend to you.]
De vostre amie joie averez
Quant entre vos braz la tendrez:
Mès poi la goie vous durra,
Kar ele vous enginera (21-24).
[You have great affection for your friend when she tenderly enters your arms: but the joy
that you two have will not endure because she will deceive you.]
In this way, Ragemon le Bon positions portrayals of courtly refinement alongside burlesque
outcomes, associating itself more closely with the scandalous actions often found in the
manuscript’s lais and fabliaux: in fortune six, for instance, the woman portrayed in the vignette
186
becomes a vehicle for deception, much like Dame Sirith. Ragemon le Bon thus provides its
readers with a social game situated within a popular genre that still emphasizes status, even as it
diverges from its origins on the Continent.
With a few exceptions, many of the extant Anglo-Norman fabliau appear in MS Digby 86
and MS Harley 2253, both of which were gentry manuscripts.412 Two of the fabliaux found in
MS 837 also appear in MS Digby 86, namely Les Quatre Sohais Saint Martin [The Four Wishes
of Saint Martin] (fols. 113r-13v) and an excerpt of Le Blasme des femmes [The Reproach of
Women] (fols. 113v-14r). Together with works that focus on edification or entertainment,
including La Complainte de Jerusalem [The Complaint of Jerusalem] by Huon de Saint-Quentin
(fols. 103v-105r), Robert Biket’s Le Lai du Cor [The Lai of the Horn] (fols. 105r-109v), “Le
Fablel del gelous” [The Fabliau of the Jealous Man] (fols. 109v-110r), La Prière Nostre Dame
by Thibaut d’Amiens (fols. 110r-111r), and La Bestournee (fols. 111r-112v), this sequence and
amalgamation of texts fashions an intertextual debate that Keith Busby observes is “an
alternation of the frivolous and the serious, the spiritual and the secular, which creates humor by
juxtaposition and Stimmungsbrechung”—the breaking of a mood through a sic-et-non
arrangement of materials.413
The poet of Ragemon le Bon also arranges the fortunes in a sic-et-non structure by
weaving together vulgar and devout predictions. In this way, Ragemon le Bon offers a text that
412
N. R. Her, ed., Facsimile of British Museum MS. Harley 2253 (London: Oxford University Press,
1965). Ian and Roy Pearcy, eds. Eighteen Anglo-Norman Fabliaux, Plain Texts Series 14 (London:
Anglo-Norman Text Society, 2000). Notably, the editors do not include Ragemon le Bon in their survey
of Anglo-Norman fabliaux.
413
Keith Busby, “Esprit gaulois for the English: The Humour of the Anglo-Norman fabliau,” in The Old
French Fabliaux: Essays on Comedy and Context, eds. Kristin L. Burr, John F. Moran, and Norris J. Lacy
(Jefferson, NC: McFarland, 2007), 162.
187
imitates the structures and organization of other recreational texts found in MS Digby 86. We
can see a clear juxtaposition between sexuality and piety in fortunes thirteen and fourteen, for
instance:
La damaisele ki vous prendra
Mout sovent vout gabera,
Kar ele fra verraiment
Sovent foutre de la gent (49-52).
[The lady that you take will frequently mock you because she will truthfully fuck other
men often.]
Vous servirez la fiz Marie
Touz les jours de vostre vie;
Asez averez ben et honour,
Taunt cum servirez toun seingnur (53-56).
[You serve the Virgin Mary all of the days of your life; you will have plenty of good
fortune and honor, because you often serve your husband.]
Fortune thirteen, addressed to a male player, exemplifies the uncouth, sexually deviant woman—
a motif found in fabliaux and anti-woman texts. Fortune fourteen, on the other hand, promises
good fortune to the female player as a reward for her obedience to her husband and for her
devotion to Mary. The game-text presented to the reader comprises two alternate modes of
interaction: the playfully ergodic, and the morally linear—though both can overlap and influence
each other. If Ragemon le Bon displays a scandalous sexuality in comparison to Le Jeu
d’Aventure, it also displays a stronger disposition toward repentance and spirituality. Fortune
forty-nine remarks that God will grant the player a long life due to his or her courtesy (198-99),
and fortune one notes that God will grant the player “grant honour, / E grant joie et grant vigour”
[great honor, great joy, and great vigor] (1-2). Fortune nine indicts the player with four sins:
188
“Iveresse et glotonnie, / E coveitise, et lecherie, / Ces quatre serount assis / Mout ferm en vostre
quer toudis [drunkenness and gluttony, jealousy and lechery: these four sins are seated and
firmly fixed in your twisted heart] (33-36). Interspersed with offensive, libidinous fortunes, then,
Ragemon le Bon also incorporates discussions of God’s will more strongly than does Le Jeu
d’Aventure, which only mentions “Dieu” twice. For the Ragemon poet, God is the true agent of
fortune.
When players draw the fortunes at random, the contrasting representations of women and
men encourage discussions of social conduct and gender, much like the anti-woman debates
found in the manuscript’s earlier sic-et-non organization and texts. In a much-discussed Anglo-
Norman section in the manuscript (fols. 65r-112v), the scribe-compiler combines three French
verses—Les Quatre Souhais, an excerpt from Les Blasme des Femmes, and an excerpt from Le
Chastie-Musart [The Punished Bawd]—to craft a singularly misogynistic dialogue around the
terrible nature of women. The fabliau that begins this dialogue prefaces the other two in a ludic
context, so when les Blasme des Femmes is inserted without warning, it occurs as a follow-up
discussion of the wife's shrewishness in squandering four wishes granted to her husband by Saint
Martin. In this way, the scribe-compiler seeks to juxtapose multiple dialogues for discussion and
reflection.414 In the Middle English bird-debate The Thrush and the Nightingale, the apposition
of pro- and anti-woman speakers indicates again a trend toward performing divergent points of
view. After the four initial stanzas, the entire text, save for a few narrative embellishments, is
composed of dialogue. The readers (or performers) participating in these sic-et-non discussions
are “expected to understand by the way the book is put together that the world is not simply pro
414
Les Blasme des Femmes is also reproduced as a singular text in MS Harley 2253 (fol. 111r) and is
coupled with Des Trois Femmes, Le Dit des Femmes, and Nicolas Bozon's De la Femme et de la Pie.
189
or con, but pro and con.”415 In Ragemon le Bon, then, the sexual fortunes, or woman-as-
plaything, promised through mock prognostication are thus offset by the sic-et-non structure
established by the mixed collection of fortunes and the mixed company of players. Dictated by
random chance, an exposition of a player’s supposed prostitution or piety hangs upon the whims
of fortune. In effect, the players can then safely stage a ludic performance as the types of
obscene, excessive, and bawdy characters found elsewhere in the manuscript’s fabliaux, together
with characters promoting good behavior, governance, and devotion.
The nature of women is a popular topic in MS Digby 86 and, as we have witnessed in the
fortunes above, forms a core theme throughout Ragemon le Bon. Fortunes for women appear
throughout the game-text, and eight fortunes addressed to female players are added at the end of
the game. Couched with misogynistic nuances, the game-text contrasts fortunes depicting
deplorable character traits, such as the revelation that the player is a “baudestrote” (female pimp)
(192), with honorable characteristics, including courtesy, beauty, and honour. Fortune forty-three
praises the lady as “bloundette, doucette estes, et bele” [demur, docile, you are, and beautiful]
before praising the man who can bed her and later boast of the coupling (169-72). It is not
enough, however, to observe that many of the fortunes depict women as projections of male
desire; in Jacques Lacan’s well-known seminar “Courtly Love as Anamorphosis,” he presents
courtly love as a process of sublimation by elevating a woman from the realities of the everyday
to an ideal, a Thing: she embodies an inaccessible Lady-Object, viewable only in a distorted
manner.416 In Ragemon le Bon, the unabashed carnality of a number of fortunes provides for the
415
Carter Revard, “‘Gilote et Johane:’ An Interlude in B. L. MS Harley 2253,” Studies in Philology 79.2
(1982): 132.
416
Jacques Lacan, “Courtly Love as Anamorphosis,” in The Ethics of Psychoanalysis 1959-60, The
Seminars of Jacques Lacan, ed. Jacques Alain Miller, trans. Dennis Porter (New York: Norton, 1992),
7:139-55.
190
players a means of discussing, and occasionally mocking, this seemingly inaccessible idealism or
“‘black hole’ around which the subject’s desire is structured”—and bound up with such
enjoyment that the game creates a jouissance of sorts.417 In fortune thirty-two, the poet imagines
a future sexual encounter for a player: “Meuz amerez od une pucele, / En verger ou en praele, /
Pur toucher sur la mamele, / Que le jeu de la frestele” [You will love a whore, in orchard or in
meadow, for touching on her breast begins the game of the flute] (128-31). The sexual imagery
in this vignette displays satirical overtones, again characterizing the players as the rakes and
whores typical of fabliaux. For fortune thirty-two, the recipient is sexy, naughty, and ‘lucky in
love.’ But it is the game’s interactive and emergent narrative that reveals the matrix of
possibilities inherent in the fortunes. Imagine, if you will, a series of potential consequences for a
player drawing fortune thirty-two: a female player may blush, a wife may look at her ‘rakish’
husband disdainfully, a young man may play up the lusty character in response to another’s
fortune, or a player may respond in protest against his or her fortune. This, of course, is
speculation, but I wish to make it clear that these fortunes are not meant to be read in isolation;
rather, Ragemon le Bon encourages provocation and intrigue: its fortunes seem clearly intended
to spur laughter and reflection, protest and delight.
What, then, do all of these fortunes say about their players? Ragemon le Bon’s
preoccupation with sexualized bodies and uncouth behaviour, set against a contrasting moral
didacticism and aristocratic attributes, proffers a mode of entertainment rooted in literary
realism; as an interactive fabliau, the game is positioned not only as a satire of courtly conduct,
but also as a means through which players could instill values within their own social context.
The game-text, in other words, provides a safe space for transgressing societal norms, not to
417
Slavoj Žižek, The Metastases of Enjoyment: On Women and Causality (New York: Verso, 1994), 94.
191
practice courtly virtue, such as in the games le Roi Qui Ne Ment or Le Jeu d’Aventure, but,
rather, to indulge in what may be considered a Bakhtinian “carnivalesque” game world. I should
note that the “carnivalesque” play space created in Ragemon le Bon does not adhere to the
modern interpretation of Bahktinian games as sites of freedom and liberation, but rather the
medieval understanding that cultural norms could be subverted within the fabliau tradition.418
Family members, friends, and other guests of the household may have enjoyed the game in the
chamber or parlour in small groups of three to six players, as I mentioned earlier. This notion of
the medieval home as a “locus of domesticity,” as discussed by Jeremy Goldberg and Maryanne
Kowaleski, was “an ideological construct that invested much greater cultural significance in the
physical structure as a stage for playing out a range of social and gender relations.”419 Ragemon
le Bon, and other games played in the gentry home, also provide a place to perform and to play
with gender and social roles, much like the adapted Le Roi Qui Ne Ment excerpt in the Findern
MS.
3.3.2 Other Ragmans
Whether or not Ragemon le Bon circulated in France is currently unknown. The
transmission of Ragemon le Bon and its succeeding text the Chaucerian Ragman Rolle (early
fifteenth century) in England attests to the presence of a sustained lay readership for more than
three hundred years. A variant of the game appears in Cambridge, Trinity College, MS B.14.39
418
See Mikhail Bakhtin, Rabelais and his World, trans. Hélène Iswolsky (Bloomington: Indiana
University Press, 1941). Bakhtin also notes how carnivalesque humor is “reflected in the fabliaux” genre
in particular, 5.
419
P. J. P. Goldberg and Maryanne Kowaleski, “Introduction. Medieval Domesticity: Home, Housing and
Household,” in Medieval Domesticity: Home, Housing and Household in Medieval England, eds.
Maryanne Kowaleski and P. J. P. Goldberg (Cambridge: Cambridge University Press, 2008), 9.
192
(ca. 1255-60), a large trilingual manuscript containing over 140 items including a large
collection of Middle English devotional verse; the poet recycled the game-text as two Anglo-
Norman verse games on 73r and 82v, which bear a close resemblance to a number of the fortunes
found in Ragemon le Bon and Le Jeu d’Aventure. Departing from the fin’ amors and fabliau
traditions, the poet focuses instead on Christian themes. The first fortune appears as an adapted
version of fortune two in Ragemon le Bon and fortune 17 in Le Jeu d’Aventure:
Ky ke e faus sovent en diz
Tut jurs irat de mal en piz
Deu la durat male rage
Si vus ne resperatit del utrage.
[That (You) unreasonably falsify your words, every day goes from bad to worse. God
will give you male rage, if you do not recover from offence.]420
Similarly, fortune two manifests as an altered warning against gambling incited by fortune
twenty-three in Le Jeu d’Aventure:
Hasard [ne] riches vus pose
Mez tut faudiz ben dire le [c]hose
Lescet vius e dez quariez
Vou vous nature et en povertez.
[Hazard has not made you rich for a long time, but you must say well of the thing: leave
the four-sided die or else you will be in a state of poverty.]421
Riches serez, bien dire l'ose ,
Mès en la fin, à la parclose,
Li geus des tables et des dez
Vous chaceront à povretez.
420
Fol. 73r, lines 1-4. I am currently preparing an edition of the game sermons. This translation is my
own.
421
Fol. 73r, lines 5-8.
193
[You are rich, but in the end, at the conclusion, with games of tables and dice you chase
at poverty.]422
In this game-text, the well-to-do gambler foolishly losing his fortune is exchanged for a player-
portrait attempting to foolishly become rich by playing Hazard. This intermingling of both
Ragemon le Bon and Le Jeu d’Aventure in the game-text therefore indicates that both texts, and
possibly numerous variants, were accessible in England.
Entered by Scribe E, the two religious game-texts illustrate a clear use for ludic
entertainments in providing interesting material to lay church-goers and clergy, and the fortunes
are noticeably more devout in style. The first instance on fol. 73r appears in a quire mostly
composed by scribe E and dedicated to sermon material. The poet, however, has adapted the
game to clerical aims. In fortune five, for instance, the author compels the player:
Lesset tute ribaudies
E p[er]ches e vilaynies
Car la joye por dura
Mes u peuie grant sera
[Leave all your ribauldries, sins and villanies, and you will receive great joy.] 423
Two Middle English works surround the second sermon: a lyric praising the Virgin Mary and a
meditation on the passion of Christ. John Scahill argues that English content is present in the
manuscript because it was “the preferred language for oral delivery.”424 That the game-texts are
entered alongside English works both denotes an organizational scheme based on theme—rather
than on language—and suggests that they were similarly meant to be read aloud, perhaps as part
422
Jubinal, “Geus d’Aventures,” lines 89-92.
423
Fol. 73r.
424
John Scahill, “Trilingualism in Middle English Miscellanies: Language and Literature,” The Yearbook
of English Studies 33 (2003): 20.
194
of a sermon or religious gathering.425 Karl Reichl notes that priests may have also used Trinity
B.14.39 as a preaching book, and John Frankis has more recently identified the manuscript as a
tool used by clerics for teaching the laity.426 Other popular works were also converted to
homilies in the manuscript (e.g., Robert of Gretham’s Miroir), again suggesting an effort to
appeal to the laity with familiar, ludic texts.427
In the Chaucerian game-poem Ragman Rolle, the poet eschews the types of vulgarities
found in Ragemon le Bon in favor of a more courtly ladies’ social game; beginning with a set of
instructions to “drawith a strynge” blessed by “Kynge Ragman,” the twenty-three fortunes
reveal, for the most part, favorable character portraits—describing women of a certain ‘kynde’—
and focus on the ladies’ social behaviors and virtue. Fortune three begins, for instance, with the
portrait of a traditional courtly lady: “Your colour fresshe, your percyng eyen gray, / Your shap
and your womanly governaunce.”428 Fortune nine accuses the player of a loose tongue that will
“hurte and offende” many men, while fortune thirteen praises the lady’s “joly and light”
complexion and skill at dancing.429 Ragman Rolle therefore indicates the game-poet’s conscious
425
Ralph Hanna III, “Miscelleneity and Vernacularity: Conditions of Literary Production in Late
Medieval England,” in The Whole Book: Cultural Perspectives on the Medieval Miscellany, eds. Stephen
G. Nichols and Siegfried Wenzel (Ann Arbor: University of Michigan Press, 1996), 46-47. See also Julia
Boffey and John J. Thompson, “Anthologies and Miscellanies: Production and Choice of Texts,” in Book
Production and Publishing in Britain, 1375-1475, eds. Jeremy Griffiths and Derek Pearsall (Cambridge:
Cambridge University Press, 1989; repr. 2007), 257-69.
426
Karl Reichl has produced the only edition of the manuscript, including a detailed description of its
contents, Religiöse Dichtung im englischen Hochmittelalter (München: Fink, 1973) and John Frankis,
“The Social Context of Vernacular Writing,” 182.
427
Scahill, “Trilingualism,” 22n13.
428
Thomas Wright, ed., “Ragman Rolle,” in Anecdota literaria: a collection of short poems in English,
Latin, and French, illustrative of the literature and history of England in the thirteenth century (London:
John Russell Smith, 1844), lines 41-42.
429
Wright, “Ragman Rolle,” lines 100-104 and 131-33.
195
effort to modernize and sophisticate the game to bring it in line with the then-current literary
trends by lengthening each fortune to eight-line stanzas in iambic pentameter, alluding to
classical gods such as Mercury and Bacchus, and explicitly personifying Lady Fortune as an
agent of chance. Ragman Rolle resonates with the English literary mode of love poetry in late
medieval England, situated alongside such works as Chaucer’s Parliament of Fowls, John
Clanvowe’s The Book of Cupid (or, The Cuckoo and the Nightingale), Thomas Hoccleve’s The
Letter of Cupid, and John Lydgate’s The Complaint of the Black Knight.
Ragman Rolle appears in two fifteenth-century anthologies, Oxford, Bodleian Library,
MS Fairfax 16 (ca. 1450) and Oxford, Bodleian Library, MS Bodley 638 (ca. 1475-1500), but
unlike other miscellanies studied here, both manuscripts arose from commercial book production
in London.430 John Gower certainly knew of the popularity of a certain Ragman game, noting
that “me drawe Of Rageman upon the chance” in his Confessio Amantis (ca. 1390), and his
allusion to the game suggests that Ragemon le Bon or another lost version of the game may have
been circulating in London in the late fourteenth century.431 John Norton-Smith notes that MS
Fairfax 16 was a bespoke manuscript for an individual from the “landed gentry,” composed of
individual booklets that were later bound together.432 Much of the manuscript’s contents
comprise material from the fin’ amors tradition. Most investigations of the manuscript note the
themes of love that tie the manuscript together, but the structure of MS Fairfax 16 also seems
430
See Carol Meale, “Book Production and Social Status,” in Book Production and Publishing in Britain,
1375-1475, eds. Jeremy Griffiths and Derek Pearsall (Cambridge: Cambridge University Press, 1989;
repr. 2007), 201-38. See also A. S. G. Edwards and Derek Pearsall, “The Manuscripts of the Major
English Poetic Texts,” in Book Production and Publishing in Britain, 1375-1475, eds. Jeremy Griffiths
and Derek Pearsall (Cambridge: Cambridge University Press, 1989; repr. 2007), 260-63.
431
Gower, Confessio Amantis, 1:8.2378-9 (see chap 1 n. 56).
432
John Norton-Smith, ed., Introduction to Bodleian Library MS Fairfax 16 (London: Scolar Press, 1979),
p. vii.
196
determined to promote interactive elements of courtly recreation and experience. Booklet I, in
particular, provides an arrangement of texts encouraging debate, role-play, and discussion,
including Chaucer’s Parliament of Fowls and Clanvowe’s The Book of Cupid. Teresa Tinkle
argues that the manuscript emphasizes themes of Cupid, love, and courtly experience for a
decidedly male audience as forms of “masculine socialization”—for male readers who fashion
themselves as “lovers and poets” —but the presence of Ragman Rolle, together with texts that
consider concerns of women, suggest that there was likely a female audience in mind as well.433
Games, of course, represented a significant recreational activity both for men and women of the
gentry and it is unsurprising that Booklet I should reproduce a large number of ludic texts such
as Richard Roos’s translation of La Belle Dame Sans Merci and Chaucer’s Legend of Good
Women—texts that scholars such as Betsy McCormick and Nicola McDonald have argued are, in
fact, game-like.434 The scribe pairs Ragman Rolle with La Belle Dame Sans Merci—notably, a
pairing not unlike the juxtaposition of La Belle Dame Sans Merci and Le Roi Qui Ne Ment in the
Findern MS—suggesting that readers can either play at discovering their own feminine attributes
or discuss the character of Roos’s cruel mistress in the game of love. Just as Ragemon le Bon
depicts its players within a fabliau-like world, so do Ragman Rolle and Chaunce of the Dyse
situate their players within a realm of English courtly dalliance.
Fortune eleven from Ragman Rolle is preserved at the bottom of fol. 263v in a fifteenth-
century household miscellany, London, British Library, Additional 36983 (ca. 1442),
immediately after the Middle English An ABC of Aristotle (fol. 263r-v) and preceding the Middle
433
Teresa Tinkle, “The Imagined Chaucerian Community of Bodleian MS Fairfax 16,” in Chaucer and
the Challenges of Medievalism: Studies in Honor of H. A. Kelly, eds. Donka Minkova and Theresa Tinkle
(New York: Peter Lang, 2003), 162 and 157.
434
McDonald, “Games Medieval Women Play,” 176-97; McCormick, “Remembering the Game,” 105-31
(see chap 1 n 14).
197
English romance Ipotis on fols. 264r-268r; the folio 262r-263v seems to be an insert written by
Scribe 5 in a Bastard Anglicana hand (his only contribution to the manuscript), with the Ragman
Rolle excerpt appearing at the end of the leaf.435 The scribe does not make clear his intentions for
the fortune’s inclusion, though it may have been repurposed to highlight the Virgin Mary’s
positive attributes. Alternatively, the excerpt may have been the result of a player’s fortune that
they had wished to record:
Who couthe suche a woman counterffete
That on alle ffollys hathe counpassion
Upon the ryche for thayre yeffte Grete
On the pouer for thayre gode condicion
On bisschops for thayre absolucion
Prste and clerke for thay can syng swete
On knyghte & squyers for theyre renoun
On yomen & Gromes for thay can stiffly schate [hold their post]
En . V . O. Y436
Situated alongside Chaucer’s minor poems, the Speculum Guy of Warwick, the Cursor Mundi,
The Pricke of Conscience, and other devotional texts, MS Additional 36983, like MS Digby 86
and MS Harley 2253, was devised to suit the needs of a specific household and audience. This
reconfiguration of Ragman Rolle, then, remind us of the fluidity that texts could exhibit as
audiences actively engaged in the creation and dissemination of content, “whether for private
reading or group listening.”437 The excerpt could thus act as a prompt for prioritizing time both
for devotion and play, and, like the religious game-texts in MS Trinity B.14.39, illustrates how
435
Gisela Guddat-Figge, Catalogue of Manuscripts Containing Middle English Romances (München:
Wilhelm Fink Verlag, 1976), 166.
436
London, British Library, MS Additional 36983, fols. 262r-63v.
437
Rust, Imaginary Worlds, 10 (see chap. 2 n. 218)
198
readers and poets could use popular ludic pastimes to reflect on deeper spiritual issues, just as
people today use lyrics and out-of-context phrases to create online memes.
Although no extant printed copies of Ragman Rolle exist, copiers’ marks in MS Bodley
638 suggest that it was among the key texts handpicked for printing and the primary copy-text
for Wynkyn de Worde’s early sixteenth-century edition of Ragman Rolle. In the nineteenth
century, William Carew Hazlitt recorded an envoy to a now-lost printed edition of de Worde’s
Ragman Rolle:
Go lytyl rolle where thou arte bought or solde
Amonge fayre women behaue the manerly:
Without rewarde of any fee or golde,
Saye as it is touchynge trouthe hardely: & c.
[E]nprynted at London in the Fletestrete at the [Sygn]e of the Sonne by Wynkyn de Worde. 438
MS Bodley 638 also served as a copy-text for de Worde’s now-lost edition of Chaunce of the
Dyse, Chaucer’s Parliament of Fowls, and John Lydgate’s Complaint of a Lover’s Life. In her
study of MS Bodley 638 as a printers’ copy, Mary Erler notes that the manuscript was in
circulation for at least five years in publishing houses, beginning around 1526, and was also used
for Richard Pynson’s edition of The Parliament of Fowls.439 As a printed text, Ragman Rolle,
having endured for over 300 years as a parlour game for gentry audiences, becomes entangled
with the emerging commercial book trade. The envoy marks Ragman Rolle as a desired
commodity for gentle ladies, and its attempt to forego “fee or golde” denotes a not-so-subtle
irony given the text’s adherence to virtue: Ragman Rolle would certainly not fetch a high price,
but, being a game now marketed to players, de Worde would likely desire compensation for it.
438
William Carew Hazlitt, Bibliographical Collections and Notes 1867-76, 495.
439
Mary C. Erler, ‘Printers’ Copy: MS Bodley 638 and the Parliament of Fowls,” The Chaucer Review
33.3 (1999): 224.
199
De Worde’s edition, as Alexandra Gillespie writes, “conflates the object of the game with a
commerce in books.”440 This process of commercialization highlights an important turning point
in the production and dissemination of games in Europe. Gaming pieces, such as pawns and
portable boards, were historically produced by craftsmen alongside other items.441 De Worde’s
printer’s shop, along with the transmission and commoditization of other games in England,
marks the first step toward a wider distribution of games and, later, the foundation for game
manufacturers and designers in England (a topic I discuss further in Chapter 4).442 Games of
luxury, once played by the gentry and urban élite, had transitioned into objects of entertainment
that were now marketable to an increasingly diverse social spectrum of consumers.
3.4 Conclusion
The study of entertainment in the Middle Ages reveals a great deal about the various
spaces allocated for play—that is, pastimes that manifest as material, oral, and textual places and
objects. The culture of the gentry in England, which was often socially ambivalent and
“pervaded by a sense of insecurity,” adopted pastimes such as Ragemon le Bon, debates on
matters of love, and table games perhaps to “convince others of their worthiness.”443 While they
could emulate games once played by French ladies of the upper-classes, they seemed just as
pleased to be labelled “whores” and “rakes”—a seeming contradiction that nonetheless pivots
440
Alexandra Gillespie, Print Culture and the Medieval Author: Chaucer, Lydgate, and their Books 1474-
1557 (Oxford: Oxford University Press, 2006), 117.
441
See, for instance, the craftsmanship of the walrus-carved Lewis chessmen. James Robinson, The Lewis
Chessmen, British Museum Objects in Focus (London: British Museum Press, 2004), 57-63.
442
In 1628, a group of playing card producers in London rallied together and, with the Charles I’s
support, founded the Worshipful Company of Makers of Playing Cards by royal charter. See Chapter 4
for an in-depth discussion of early modern playing cards.
443
Radulescu and Truelove, “Editor’s Introduction,” 14.
200
around a sense of pleasure in assuming various identities and roles. The gentry were not the only
class to enjoy such games, however. In England poets, compilers, and readers also adapted
games to explore their own interests and issues, and game-texts were often appropriated to teach
moral and spiritual lessons. As for the technological restrictions a medieval manuscript can
afford, a compiler, scribe, or ‘game designer’ poet, whose games were destined for recreation in
a household and community, would be designing for a player experience—an experience rooted
in familiar literary genres and imaginary worlds. From their origins as aristocratic games in
Northern France, Ragemon le Bon. Le Roi Qui Ne Ment, and their various manifestations indicate
not only an enduring household interest in this form of entertainment, but also a progression of
the game-text’s mouvance as it circulated among and between pockets of gentry networks and
beyond; the game-text’s open structure pushes its variance beyond the stylistic and compilatory
to additionally reflect the interests, tastes, and pleasures of particular reading communities.
Ragemon le Bon and its variants, as I have argued, are not simply texts but modular objects that
were repurposed, refashioned, reimagined, and replayed throughout the later Middle Ages. It is
their fluidity as forms of entertainment—as activities that encourage dalliance and elicit
participation—that enabled these games to inhabit different textual spaces. While they may be
considered edge cases within the modern definition of games as posited by game studies
scholars, game-texts like the demandes d’amour and Ragemon le Bon nevertheless show that
medieval players considered them games and ludic experiences. When game-texts such as
Ragemon le Bon, les demandes d’amour, and the other literary games are viewed as idiosyncratic
texts by medievalists and game studies scholars, they easily succumb to neglect, with little
acknowledgment of their perceived cultural value. When considered together, however, these
game-texts reveal a revealing landscape of literary entertainment; medieval audiences did not
201
simply enjoy hearing, reading, discussing, and debating their fabliaux, romance, and courtly
narratives: they wanted to be immersed in them.
202
Chapter 4
—
Geography, Narrative, and the Rise of
the Thematic Game
The very point of the map [is] to present us not with the world we can see, but to point toward a
world we might know.444
“Win the game and you win the world!” proclaims a 1987 television commercial voice-
over for Risk, a turn-based strategy board game designed by filmmaker Albert Lamorisse and
released in 1957 as La Conquête du Monde [The Conquest of the World].445 The most popular
version of the game, purchased by Parker Brothers and released in 1959 under the title Risk: The
Continental Game, requires two to six players to compete for a visual map of the world by
forging alliances with other players, defeating opponents, and sweeping across continents with
personal armies. Although Risk’s game board exemplifies a simplistic likeness of the Earth, with
forty-two territories representing various geographical regions and countries (e.g. “Western
Canada” and “China”), its reconceptualization of geography depicts an imagined world with
Sections of this chapter have been published previously in Playthings in Early Modernity: Party Games,
World Games, Mind Games, ed. Allison Levy (Kalamazoo: Medieval Institute Publications, 2017).
444
Denis Wood, The Power of Maps (New York: The Guildford Press, 1992), 12.
445
“Risk Board Game Commercial,” TV Obscurities, April 2, 2009, accessed November 10 2014
http://www.tvobscurities.com/2009/04/risk-board-game-commercial.
203
which to envisage alternate histories and outcomes. The world of Risk, in other words, takes our
own geographical boundaries as a point of departure, for the territories and transit lanes it maps
globally do not correspond to real-world national borders and terrain, even at the beginning of
the game.446
Game designers have a notable history of using maps in the creation of fictional worlds,
whether based on a fantastical realm, like that of the Victorian board game The Prince’s Quest
(1890), or on our own world, as in the modern video game series Port Royale (2002–2012),
which takes place in the seventeenth century Caribbean. Certainly by the 1950s, the use of
geography, maps, and fictional worlds as primary spaces for cultivating engaging experiences
based on narrative themes was a well-established phenomenon in the board game industry.447
More than a background aesthetic, maps and geography in modern board games such as Uncle
Wiggily (1916), The Wizard of Oz (1921), Diplomacy (1959), and Carcassonne (2000) have, as
in Risk, become key components of gameplay; players must conquer a map, race to a finish line,
or explore an unknown world. In Ticket to Ride (2004), for example, players attempt to connect
their train routes to specific secret destinations on a large map of North America, or, in the case
of the game’s first expansion, Europe.448 Maps and cartography have also been essential
components of a player’s experience in digital games. For early mass-market video games such
446
Countries like Brazil are highlighted as distinct territories while other countries, like Chile, are not
present in the game at all but rather under the territory labeled “Argentina.” Canada comprises four
territories, while the six territories that divide Africa are a combination of region and country (North
Africa, Egypt, East Africa, Congo, South Africa, and Madagascar).
447
Other contemporaneous games, including Tactics (1954) and Stratego (1961), deploy political and
military game spaces through the use of geography and topological terrain, and influenced later board
games such as Axis and Allies (1981), The Settlers of Catan (1995) and video games such as Europa
Universalis (2000), and Sid Meier’s series Civilization (1991-2017).
448
Ticket to Ride, Alan R. Moon (Days of Wonder, 2004) and Ticket to Ride: Europe, Alan R. Moon
(Days of Wonder, 2005).
204
as The Legend of Zelda (1986) and The Secret of Monkey Island (1990), the “function of maps,”
writes Thomas Rowland, “revolutionized gameplay” since players could orient themselves
visually, track progress, and explore imaginary worlds.449 These cartographic elements enable
players to play through the game’s narrative at the same time they chart the player’s progress
through the game. In immersive three-dimensional worlds such as the massively multiplayer
online games World of Warcraft (2004-present) and Lord of the Rings Online (2007-present),
maps not only designate a player’s location in the world but also adhere to the cartographical
principles of scale and proportion. Maps and other visual markings, whether on a board or
screen, often concretely and unambiguously represent imaginary worlds in games, even if some
of the gameplay takes place externally through the use of tokens or a player’s imagination.
In an illuminating study on the creation of secondary worlds—that is, fictional places that
differ from our own world (the “Primary World”) in some significant way and comprise the
background setting in literature, film, and other media— media studies scholar Mark Wolf notes
that despite the long history of fictional worlds in literature, beginning in classical antiquity,
“few board games propose an imaginary world as a setting for game events,” with the exception
of tabletop role-playing games such as Dungeons & Dragons (1974).450 For Wolf, games like
449
Thomas Rowland, “We Will Travel by Map: Maps as Narrative Spaces in Video Games and Medieval
Texts,” in Digital Gaming Re-Imagines the Middle Ages, ed. Daniel Kline (New York: Routledge, 2014),
190. Rowland argues that modern video game maps often function like medieval mappamundi, depicting
maps as narrative spaces that do not always correspond to proper measurements. For video game maps,
traveling through the map “tracks our progress through the narrative . . . [t]he map, then, serves as a space
in which narrative experience is organized and undertaken, the space and action inseparably and
intrinsically tied.” “We Will Travel,” 199.
450
Players can use optional tabletop or virtual maps in Dungeons & Dragons to accommodate gameplay
in detailed fantasy worlds such as Eberron and Faerûn (Forgotten Realms), for instance, although visual
maps and markers are not required for gameplay. Mark J. P. Wolf, Building Imaginary Worlds: The
Theory and History of Subcreation (New York: Routledge, 2012), 71 and 139.
205
Risk are not considered imaginary (or as imaginary), possibly due to their likeness to our own
world, high degree of abstraction, and lack of detail: to “qualify something as a secondary world,
then, requires a fictional place (that is, one that does not actually appear in the Primary World)”
and is “not simply geographical but experiential.”451 But to overlook games like Risk as
imaginary, fictional worlds highlights a preconception when determining which games and other
media constitute imaginary worlds in the first place, especially given a game’s sense of
immersion into that world or, at least, the presentation of an alternative world in its depiction of
fictional history and events. How did tabletop and digital games come to occupy a visual,
imagined space represented and communicated by topography, maps, and physical spaces? What
cultural conditions gave rise to the “thematic” game—a game that depicts a central theme
through its aesthetic, rules, mechanics, and narrative? For modern tabletop and digital games,
geography and a sense of place play a key role in the design and play of the game; but, as we
shall discover, this affinity with cartography and topography was not always present and has
developed over time.
Historians of cartography have long understood the power of maps to convey stories,
politics, propaganda, and cultural ideologies, and this projection is notably reflected in early
modern games. As game historian Jon Peterson writes, in premodern Germany and elsewhere the
“invention of wargames depended on recent improvements to maps, which were . . . only loosely
anchored to the grid of longitude and latitude.”452 In previous chapters, I have discussed how
medieval games trouble modern definitions of ‘game’ through their fluidity across multiple
manuscripts, textual mouvance, appropriation of material, and multipurpose design. Medieval
451
Wolf, Building Imaginary Worlds, 25.
452
Jon Peterson, Playing the World: A History of Simulating Wars, People, and Fantastic Adventures
from Chess to Role-Playing Games (San Diego, CA: Unreason Press, 2012), 218.
206
game-texts, in particular, blur concepts such as ‘game’ and ‘literature.’ In the following pages, I
shift the discussion from an examination of medieval notions of ‘game’ to chart the first-ever
historical development between medieval and modern games. This chapter emends Wolf’s near
exclusion of games as imaginary worlds and broadens the critical discourse on game history and
culture by examining how a progressively refined system of geography, changing ideas of
spatiality, and the regulation of international trade enabled tabletop games to shift from abstract
structures enjoyed by players in the Middle Ages, in which game narratives take place off the
board, to ludic objects that incorporated real-life elements in their design of fictional worlds—
thereby fashioning spaces that could accommodate narrative visually on the board itself. This
chapter asks: if medieval games broaden the modern definitions of ‘game,’ then how do we
arrive at our present understanding of games (and especially games that encompass imaginary
worlds)? How, in other words, do we move from chess to Risk?
The focus on early modern tabletop games in the following pages moves the discussion
of premodern games from the use of games found in medieval manuscripts and game boards for
learning or leisure to the emergence of narrative moments arising from players’ interactions with
game objects through a game’s mechanics and visual aesthetic. While medieval literary games
like Ragemon le Bon fashion a playful, intimate atmosphere with which to immerse oneself
within narrative conventions and genres, imaginary worlds, as Wolf puts it, “are realms of
possibility, a mix of familiar and unfamiliar, permutations of wish, dread, and dream, and other
kinds of existence that can make us more aware of the circumstances and conditions of the actual
world we inhabit”—a sentiment that, as we shall see, can be extended to tabletop games as
well.453 The rise of what Donald Smith calls the “cartographic imagination” in sixteenth-century
453
Wolf, Building Imaginary Worlds, 17.
207
Europe, coupled with a growing demand for novel entertainments, not only spurred new ways of
crafting and visualizing topographical game worlds but also set the initial parameters of the
familiar large-scale commercial production and distribution of games in later centuries.454 By
analyzing tabletop games—that is, playing cards and board games—and their intersection with
geography in early modern England, Italy, and France—places that set the course for the
development of the modern game—this chapter charts the emergence of games as commercial
commodities and precursors to the representation of real and fictional worlds on gaming objects.
4.1 Medieval Game Spaces
Most gameplay is an intrinsically spatial activity. Whether a player moves pieces around
a game board as in Sorry! (1929), manipulates pieces on a two-dimensional grid such as in the
video game Tetris (1984), or catches someone in an outdoor game of Hide-and-Go-Seek, the
game must take place in a visible, defined space. Huizinga observed this phenomenon in his
seminal study of play, Homo Ludens: The Play-Element in Culture. He defines play, in part, as
an activity limited by locality that takes place within a confined space:
All play moves and has its being within a playground marked off beforehand either
materially or ideally, deliberately or a matter of course. Just as there is no formal
difference between play and ritual, so the ‘consecrated spot’ cannot be formally
distinguished from the play-ground. The arena, the card-table, the magic circle, the
temple, the stage, the screen, the tennis court, the court of justice, etc., are all in form and
function play-grounds, i.e. forbidden spots isolated, hedged round, hallowed, within
454
Donald K. Smith, The Cartographic Imagination in Early Modern England (Burlington, VY: Ashgate,
2008), 10.
208
which special rules obtain. All are temporary worlds within the ordinary world, dedicated
to the performance of an act apart.455
For Huizinga, these ordered spaces—also called “magic circles”—constitute imagined, ordered
worlds set against the uncertainty of “ordinary life.”456 Yi-Fu Tuan attributes place to locations
created by human experiences, while space has no social connotations whatsoever.457 Meaning
ascribed to a given space yields a place; places signify human intent, much like the spaces found
on a game board. In their Rules of Play: Game Design Fundamentals, game scholars Katie Salen
and Eric Zimmerman build upon Huizinga’s magic circle, arguing that the ‘magic circle’ is “a
special place in time and space created by a game . . . To play a game means entering into a
magic circle, or perhaps creating one when the game begins.”458 Tabletop and outdoor games fill
physical spaces (e.g. a soccer field). Spaces and places in virtual games are understood through
the game’s user interface and mechanics. “In sports or board games,” as game studies scholar
Jesper Juul observes, “the game space is a subset of the space of the world: The space in which
the game takes place is a subset of the larger world, and a magic circle delineates the bounds of
the game.”459 Games spaces, which I have previously discussed elsewhere, are ways “in which to
ascribe meaning to cultural objects and circumstances.”460 Huizinga’s game/life dichotomy is too
455
Huizinga, Homo Ludens, 10 (see chap. 1 n. 19).
456
Huizinga, Homo Ludens, 11-12. As Huizinga argues, “[i]nside the circle of the game the laws and
customs of ordinary life no longer count. We are different and do things differently,” Homo Ludens, 12.
457
Yi-Fu Tuan, Space and Place: The Perspective of Experience (Minneapolis: University of Minnesota,
1977). For a similar argument, see also David Seamon and Jacob Sowers, “Place and Placelessness,
Edward Relph,” in Key Texts in Human Geography, eds. P. Hubbard, R. Kitchen, and G. Vallentine
(London: Sage, 2008), 43-51.
458
Salen, Rules of Play, 95 (see chap. 1 n. 30).
459
Juul, Half-Real, 164 (see chap 1 n. 3).
460
Patterson, “Introduction: Setting Up the Board,” in Games and Gaming in Medieval Literature, ed.
Serina Patterson (New York: Palgrave MacMillan), 10.
209
rigid a definition to encapsulate the complexities of play, for it does not reflect negotiable
consequences and effects that could arise from playing a game (e.g. losing money at
gambling).461 Nonetheless, his definition highlights the need for physical spaces in order to play
a game.
In previous chapters, I have detailed the ways in which medieval games intersect with
manuscripts, manifesting as textual objects such as chess problems or game-texts. This chapter
explores the development of premodern games on other game objects: playing cards and board
games. In order to examine how maps and geography influenced games in early modern Europe,
it is also necessary to first discuss how players conceived the spatiality of tabletop games in the
Middle Ages. Games in the Middle Ages were largely abstract affairs, wherein boards displayed
simple shapes that represent relations between the pieces. The three most popular board games in
the Middle Ages—chess; tabula (an early form of backgammon); and merels (also known as
Nine-Men’s Morris)—were not medieval inventions, but rather entered Europe sometime
between 900CE-1100CE.462 While all three games underwent experimentation and change as
players tested new rules and modes of material representation, the boards themselves remained
relatively unchanged, save for the specific colours and materials used in their design and
construction of the board. Chess, arguably the most popular board game in medieval Europe,
underwent developments of representation by modifying the simple, abstract Islamic pieces to
gaming pieces that reflected social roles in medieval society. Yet despite changes to the gaming
pieces, the board’s own developments remained conservative in nature. The Indian game
chaturanga shares the same 8 x 8 board (a rectangular board subdivided into sixty-four
461
For a detailed discussion of the relationship between games and life, see Chapter 5.
462
See Murray, A History of Chess (see chap. 2 n. 7)
210
chequered or unchequered squares) as its descendent chess. A number of games created in the
Middle Ages, such as checkers (English draughts) and Les Jeu de Dames [the Game of Ladies]
use the chessboard, likely due to its familiarity and availability. The creators of Courier Chess, a
strategy board game developed in twelfth-century Germany, extended the chess board to twelve
rows in order to increase the number of playing pieces on each side: twelve pawns, a king, a man
(counsellor), a queen, a schleich (a smuggler or fool), two couriers, two bishops, two knights and
two rooks.463 Tafl (table or board) games—one of the most popular families of games in Europe
before chess—were also played on chequered or latticed boards and consisted of two armies of
unequal power (a ratio of 2:1). The size of the board varied depending on the game [e.g.,
Hnefatafl (The King’s Table) was played on an 11 x 11 or 13 x 13 board], and later games
adapted the chequered board. Fox and Geese, a variant of the game Halatafl (the [fox’s] tail),
adapted the board to form a cross-shaped board comprising five squares and nine positions for a
total of thirty-three positions. Whether board games entered medieval Europe from elsewhere or
were invented by medieval players, and whether they had dozens or hundreds of places, they all
share a similar abstract representation of the game space.
While at first glance the abstract medieval game boards might suggest that medieval
games lacked an imagined space, the fictional elements in medieval games manifested through
other means. The writers and compilers of game-texts such as the fifteenth-century Middle
English Chaucerian poems Chaunce of the Dyse and Ragman Rolle crafted emergent narrative
experiences, much like our modern role-playing games, by depicting the traits and outcomes of
players.464 In Ragemon le Bon, for instance, an unwitting player may suddenly become a rake or
463
Murray, A History of Chess, 483.
464
See Chapters 1 and 3 for further discussions of medieval interactive narrative games.
211
whore should he or she pick the wrong piece of string, thereby revealing an undesirable
fortune.465 For board games, reflections of medieval culture manifested primarily through
representational gaming pieces on the board and narratives off the board. Chess pieces, which
track movements and positions on the board, not only changed in the Middle Ages to reflect
positions in medieval society (e.g. the advisor in chaturanga became the fers [queen]), but also
shifted visually from abstract Islamic shapes and pieces to models in the likeness of individuals
and occupations they represented. For instance, a knight gaming piece might sit atop a horse, as
in the Lewis chessmen set and the thirteenth-century copper alloy chess piece found in
Derbyshire, England.466 Board games could thus both occupy and represent various cultural
spaces in medieval society by exhibiting privileged, courtly spaces—as in the game of chess
depicted in Évrart de Conty’s Les Eschéz d'Amours [The Chess of Love] (c. 1400)—or the kind
of rabblerousing ribaldry depicted in the Middle English romance The Tale of Beryn (15th c.).
Themes of love and war could also be potentially played out during a game, and medieval
chess problems occasionally hinted at such narratives taking place on the board.467 But the most
obvious examples of imagined medieval game spaces and storytelling occurred in chess
allegories. I have discussed medieval chess in Chapter 2, but would like to return to chess for a
moment in order to highlight another deployment of the game as it relates to the creation of game
worlds. Through allegory, chess could reflect moral agendas and vagaries of medieval life. The
465
See Chapter 3 for an in-depth discussion of the transmission, textual history, and ludic nature of
Ragemon le Bon. See also my chapter “Sexy, Naughty, and Lucky in Love: Ragemon le Bon in English
Gentry Households,” in Games and Gaming in Medieval Literature, ed. Serina Patterson (New York:
Palgrave MacMillan, 2015), 79-102.
466
“Chess Piece,” Portable Antiquities Scheme, last modified June 25 2012, accessed July 20 2012,
http://finds.org.uk/database/artefacts/record/id/76635. For more information on the craftsmanship of the
walrus-carved Lewis chessmen, see: Robinson, The Lewis Chessmen, 57-63 (see chap. 3 n. 441).
467
See Chapter 2 for a discussion of narratives embedded in medieval chess problems.
212
most popular medieval chess morality—with more than 250 extant copies—is the Genoese
Dominican friar Jacobus de Cessolis’s thirteenth-century sociopolitical chess allegory Liber de
moribus hominum et officiis nobilium super ludo scacchorum [Book of the morals of men and
the duties of nobles—or, the Book of Chess] (late 13th c.).468 In an effort to illustrate the
hierarchies and roles of medieval society, Cessolis discusses the responsibilities of each chess
piece, the rules of chess, and, notably, ascribes a different role to each pawn (e.g. innkeeper).
Jenny Adams notes that “in breaking with the state-as-body model, the chess allegory imagined a
more diverse social order organized primarily around associational and professional ties.”469 For
Cessolis, medieval subjects were no longer “imagined as parts of a biological organism,” but
rather “independent bodies in the form of pieces bound to the state by rules rather than
biology.”470 Rules, enacted within the spaces of medieval society, were the glue that bound
communities together—an outlook easily exemplified on the chessboard. While Cessolis notes
that the chessboard in his Latin sermon represents Babylon, the board’s abstract chequered
aesthetic enables the allegory to apply more widely to medieval societies in general. Cessolis’
Liber, which was translated into several languages across Europe, attests to a potent
allegorization of the world, which clearly resonated with medieval communities and readers.
Cessolis’ Liber diverged and expanded from earlier chess moralities which also used the
board and gaming pieces as metaphors for social hierarchies. One of the earliest recorded uses of
468
For a French edition, see Jacobus de Cessolis, Le Jeu des Eschaz Moralisé (see chap. 2 n. 256). Jenny
Adams has edited Caxton’s version: The Game and Playe of the Chesse, TEAMS: Middle English Text
Series (Kalamazoo: Medieval Institute Publications, 2009). For a detailed discussion of Cessolis’ Liber as
an allegory for civic order, see also Jenny Adams, Power Play: The Literature and Politics of Chess in
the Late Middle Ages (Philadelphia: University of Pennsylvania Press, 2006), 15-56.
469
Adams, Introduction to The Game and Playe of the Chesse, 4.
470
Adams, Power Play, 19-20.
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the chessboard as a reflection of the world occurs in a little-known thirteenth-century Latin chess
morality text, Quaedam moralitas de scaccario (c. 1250, called “The Innocent Morality” by
game historian Harold Murray).471 Found in at least fifteen extant manuscripts spanning from the
thirteenth to the fifteenth centuries, the allegory begins with a clear depiction of the game board-
as-life metaphor:
Mundus iste totus quoddam scaccarium est, cuius unus punctus albus est alius
vero niger propter duplicem statum vite et mortis, gratie et culpe. Familia autem
huius scaccarii sunt homines huius mundi, qui de uno sacculo materno
extrahuntur, et collocantur in diversis locis huius mundi, et singuli habent diversa
nomina. Primus enim rex est, alter regina, tertius rocus, quartus miles, quintus
alphinus, sextus pedinus.
[This whole world is a kind of chessboard, of which one square is white but
another black on account of the twofold state of life and death, of grace and sin.
Moreover, the pieces of this chessboard are the people of this world, who are drawn
out of one bag—a mother’s womb—and are positioned in various places of this
world, and every single one has a different name. For the first is the king, the
second the queen, the third the rook, the fourth the knight, the fifth the bishop,
the sixth the pawn].472
471
Murray, A History of Chess, 530-34. See also Lynn Thorndike, “All the World’s a Chess-board,”
Speculum 6.3 (1931): 461-65.
472
Mundus is found in London, British Library, MS Harley 2253, fol. 135v-136r. English translations are
from Susanna Fein, ed., “All the World’s a Chess Board,” in The Complete Harley 2253, Middle English
Text Series (Kalamazoo: Medieval Institute Publications, 2015), 3:279-81.
214
Like Cessolis, the anonymous author of Quaedam, initially considered to by scholars to be Pope
Innocent III (1198-1213) or John of Wales (a late thirteenth-century Franciscan friar),473 equates
each chess piece to a specific social role within medieval society, each of which is considered
crucial to a functioning community. The “world” in this instance is not a reflection of the earth’s
physical geography, but rather the social fabric of civic life. Everyone has a role to play in the
world, but after death each individual, according to his or her station, is placed in reverse-ranking
order: “Sic fere quique maiores in transitu huius seculi inferius collocantur, scilicet, in inferno
sepeliuntur, pauperes in sinum Habrahe deportantur” [In this way almost all those who are
greater during the passage through this world are placed lower, which is to say, they are buried in
hell, whereas the poor are carried off into the lap of Abraham].474 Although subsequent stanzas
outline the rules of the game with descriptions and allowed movements for each piece, a format
similar to other early medieval chess poems, the author’s purpose here is to highlight the corrupt
behaviour associated with each role. Viewing oblique movements on the board—such as those
made by the fers [queen], alfin [bishop], and knight—as a sign of depravity, the poet reveals how
each piece (save the righteous king and rook) is inherently fraudulent. The fers, which can move
one square diagonally, displays how “avarissimum sit genus mulierum, nichil capit—nisi mere
detur ex gratia—nisi rapina et iniusticia” [womankind is most greedy, it takes nothing—unless it
be given purely as a favor—if not by seizure and injustice].475 However, most of the sinful
473
Murray dismisses both Pope Innocent and John of Wales as authors of the allegory, though he
speculates that the Quaedam could have been an early work by John of Wales which was altered by later
scribes. Kristin Juel has more recently attributed the poem to John of Wales. See Murray, A History of
Chess, 532 and Kristin Juel, “Defeating the Devil at Chess: A Struggle between Virtue and Vice in Le Jeu
des esches de la dame moralisé,” in Chess in the Middle Ages and Early Modern Age: A Fundamental
Thought Paradigm of the Premodern World, ed. Daniel O’Sullivan (Berlin: De Gruyter, 2012), 87.
474
Fein, “All the World’s a Chess Board,” 280.
475
Ibid., 280.
215
characteristics attributed to each piece by the author concern high taxation, exchange of funds,
and the acquisition of worldly goods or favour. The knight, for instance, “set tertium punctum
obliquant cum tallagia et exactiones iniustas extorquent a subditis [move[s] aside a third square
when they extort unjust taxes and expulsions from their subjects,” while he accuses bishops and
other high-ranking ecclesiastical officials of paying their way into power, essentially becoming
“promotores et Diaboli procurators” [promoters and agents of the Devil].476 Adams observes that
in the Quaedam “the act of play exposes our inherently corrupt practices” and “mankind’s
tendency toward social disorder.” 477 While at first glance the game resembles an organized
society, by learning the game the reader/player also opens him or herself up to earthly
temptations. The allegory ends by emphasizing the game of chess as one of the devil’s tools: if a
player loses the game (of life), the devil escorts his or her soul to hell. Games in the Middle Ages
are often criticized as frivolous pursuits—especially pastimes popular among the aristocracy like
hunting and chess—but here the soul-saving message is broad and applied generally to the
populace; 478 for the author, winning the “game” ultimately means to reject its worldly appeal
and instead seek salvation through God’s forgiveness. Often paired with John of Wales’
thirteenth-century Communiloquium, a comprehensive manual for preachers that discusses the
relationship between various social groups and their communities,479 Quaedam thus provides,
476
Ibid.
477
Adams, Power Play, 44.
478
In the Middle English alliterative poem Somer Suneday, for instance, the poet critiques the idle
pastimes of the English aristocracy and, by employing the Wheel-of-Fortune game, urges the audience to
rid themselves of earthly pleasures and focus instead on winning the game of (after)life—that is, the
arrival into heaven. Kimberly Bell, “‘Rounes to Rede:’ Ludic Reading Games in the Alliterative Wheel of
Fortune Poem Somer Suneday,” in Games and Gaming in Medieval Literature, edited by Serina Patterson
(New York: Palgrave MacMillan, 2015), 169-86.
479
Susanna Fein speculates that the inclusion of Mundus in MS Harley 2253 could indicate that John of
Wales was an influence on the Ludlow scribe. Similar to the Mundus author, John also criticizes the legal
216
through chess, a cautionary tale for those who stray from virtuous behaviour in a treacherous,
uncertain world.
The metaphor of chess as a microcosm of the world is further developed in Le Jeu des
esches de la dame moralisé [the Chess Game of the Moral Lady], a little-known Middle French
religious chess allegory influenced by Cessolis’ Liber and dating from at least the fourteenth
century. As the narrator notes, “Le monde resemble proprement a une tablier qui est de diverses
couleurs [the world properly resembles a game board that is diverse in colour],” and each letter
of the Middle French word “world”—M-U-N-D-E—represents a different undesirable trait about
the world (e.g. “M” represents “miserable”), described at length as facets that lead the pious
astray.480 The allegory shifts to describe a chess match between a Lady and the devil in order to
win her soul. The devil’s black chess pieces each represent sins (e.g. his two bishops represent
volupté [voluptuousness] and ypocrisie [hypocrisy]), while the Lady’s white pieces stand in for
virtuous traits (e.g. her two rooks represent patience [patience] and loyauté [loyalty]. Chapters
describe each move of the game played on the board, which are interpreted allegorically with
Biblical and Classical examples “in order to demonstrate the power of a particular sin or virtue.”
481
Set in the “world,” the game thus comprises, like Mundus, a tale warning readers to guard
themselves against such sinful behaviour with the power of their own virtuousness: the game
system and high taxation. See “Art. 109, Mundus iste totus quoddam scaccarium est: Introduction,” in
The Complete Harley 2253 Manuscript, 7.
480
London, British Library, MS Additional 15820, fols. 2v-3r. Le Jeu des esches de la dame moralisé is
only found in MS Additional 15820, fols. 1r-61r, and is the first medieval chess allegory to use modern
rules. Written on vellum by a single scribe, Le Jeu comprises the entire manuscript and is little known to
scholars. For discussions of the text, see Murray, A History of Chess, 558 and 780-81; Harold J. R.
Murray, “An Early Work of Modern Chess,” The British Chess Magazine 29 (1909): 283-87; Östen
Södergard, “Petit poème allégorique sur les échecs,” Studia Neophilologica 23 (1950-51): 127-36; and
Juel, “Defeating the Devil,” 87-108.
481
Juel, “Defeating the Devil,” 90.
217
ends in sixteen moves when the Lady declares checkmate with her pawn, amour de Dieu [love of
God]—notably also the first piece she moved to begin the game—and thus bookends the match
with God’s love.482
In all three chess allegories the game board-as-world metaphor reflects an individual’s
sociopolitical role or the fight to redeem one’s soul. As a scribe added to the end of the chess
allegory in the miscellany Destructorium vitiorum (finished in c. 1429), “play the game of life
warily, for your opponent is full of subtlety, and take abundant thought over your moves, for the
stake is your soul.”483 While the material game board becomes a site for earthly pleasure and
vice, the conflict chess creates between two opposing players through its multitude of pieces—
and the strategies to overcome one’s enemy—renders the game a potent way to perceive the
structures and struggles of the world. Yet whether medieval games are played on an abstract
board or in a manuscript, neither medium discloses these fictional narratives based on the board
or manuscript alone. Indeed, the game boards themselves do not reveal the rules, play, or
strategy of the game and without documented rules it is impossible to discern how such games
might have been played, as in the unknown game board found in Cambridge, Trinity College,
MS O.2.45, fol. 1v—a possible early version of the Danish game daldøs.484 Scribes occasionally
reveal the ludic nature of game-texts such as The Chaunce of the Dyse with images of dice
appearing alongside their corresponding stanza, while other game-texts are virtually
indistinguishable from the other texts in the manuscript, as in the case of Ragemon le Bon in
482
Juel observes that the author associates “[g]ood chess play” with “virtuous behavior”: “it empowers
the reader to do good and gives one specific instructions for how to avoid sin” in the world.” “Defeating
the Devil,” 107.
483
Murray, A History of Chess, 534.
484
Michaelsen, “Daldøs,” 21-31 (see chap. 2 n. 212). See Chapter 2 for a discussion of this manuscript
and game.
218
Oxford, Bodleian Library, MS Digby 86.485 Abstract medieval games like chess, which depend
on the strategic combination and position of pieces on the board, could embody aspects of
imaginary worlds as writers projected narratives and themes onto game objects and mechanics,
but they clearly differ from later commercial games where the game board acts as a discernable
fictional, physical place [e.g. the visualized mansion floor plan in Parker Brothers’ Clue (1949)].
Game Historian David Parlett also observes a distinction between what he considers
abstract games and proprietary games, noting that two understandings of the term ‘board game’
exist: “positional” (games that rely on the positions of the pieces relative to one another on a
surface) and “thematic” (commercial games that are representational, thematic, and performative
in their subject matter and often reflect real-life places and activities).486 Nevertheless, clear
differences between positional and thematic games are difficult to discern; as Parlett remarks,
“no hard and fast distinction can be drawn between abstract and representational as a
classification of games. How representational a game is depends on the level at which it is being
played and the extent of its player’s imagination.”487 Board games like Risk and Clue can fall
under Parlett’s “thematic” category, for their objectives are recognizable as real-world
motivations and settings (e.g. to determine who murdered the owner of the mansion, Mr. Boddy,
in Clue), while chess, Pachisi, Go, and backgammon all sit unequivocally in the “positional”
game camp. Yet geography often plays a key role in the formation of a game world, wherein
players can engage with the board or playing cards. While some game scholars and designers
contend that board games are fundamentally about rules with a thematic layer added [e.g.,
pleasing aesthetics added to a modest linear race game like Milton Bradley’s Candy Land
485
See Chapter 2 for a detailed discussion of Ragemon le Bon.
486
Parlett, The Oxford History of Board Games, 5 (see chap. 1 n. 13).
487
Ibid., 6.
219
(1949)], this thematic layering nevertheless adds to a player’s experience and feeling of
engagement. In many cases, the game’s rules and fiction are so intertwined that one cannot be
prioritized or teased out from the other, such as in Chaosium’s cooperative adventure game
Arkham Horror (1987), wherein players assume the role of investigators to defeat alien creatures
and save the world in H. P. Lovecraft’s fictional city Arkham, Massachusetts.488 Yet a player
need not necessarily agree with a game author’s intended rendering of the fictional world
represented in the game: “the player,” notes Juul, “is aware that it is optional to imagine the
fictional world of the game.”489
Harold Murray and Richard C. Bell, two other prominent scholars in the classification of
board games, omit thematic games from their catalogues and indexes altogether. In his
influential A History of Board-Games other than Chess, Murray’s overarching goals were
primarily historical and anthropological as he sought to provide a comprehensive catalogue of
games played throughout history around the world. For Murray, positional games, which have
evolved over long periods of time, were of more critical importance than newer, modern games
which he deemed to be ephemeral and lacking substance; his dismissal of all modern commercial
games as “race-games” that “exhibit no new features of aim or rule” and have a relatively short
life-span, however, entirely misses the rich historical developments of “thematic” games,
including their influence on new game mechanics and genres and their impact on society and
culture in general.490 Thematic games also reflect cultural symbols, tropes, and icons visually on
the board, creating an experience for players that often mirrors culturally relevant topics and
interests, whether or not they are more than a simple race game. If we return to Candy Land for a
488
Arkham Horror, Charlie Krank, Richard Launius, Sandy Petersen, Lynn Willis (Chaosium, 1987).
489
Juul, Half-Real, 141.
490
Murray, Preface to A History of Board-Games, v.
220
moment, the game was developed in the 1940s to help bring relief to children recovering from
polio, and deploys a brightly candy-coloured theme and aesthetic to craft an imaginary escape
from illness in a polio ward—a notable and societally useful purpose.491 Omitting thematic
games from a discussion of game history endorses a false critical hierarchy, setting “positional”
games as somehow more worthy of attention despite both the inclusion of simplistic positional
games with predictable outcomes (e.g., the merels game Tic-Tac-Toe) and the dismissal of the
overwhelming long-term commercial and cultural impact of thematic tabletop games like Parker
Brothers’ famous economic tour de force, Monopoly (1935).
Parlett notes that proprietary games first appeared in the eighteenth century and gained
sway in the nineteenth century under commercial producers such as McLoughlin Brothers,
Milton Bradley, Parker Brothers, and Ravensburger, but this observation—and other histories of
tabletop games—does not account for the circumstances that gave rise to this popularity in the
development, enjoyment, and commercialization of games.492 What earlier cultural movements
and moments prompted the invention and production of thematic games? In early modern
Europe—long before the so-called “Golden Age” of tabletop games in America (1880-
1913)493—there is evidence to suggest that games began to shift from abstract, positional game
491
As Samira Kawash notes, “play in Candy Land is a therapeutic intervention that separates children
from their bodies both to protect them from their bodies’ vulnerabilities and to form their bodies and
desires into the proper paths.” “Polio Comes Home: Pleasures and Paralysis in Candy Land,” American
Journal of Play (2010): 186. Games are not simply for child’s play, but can also reveal ideas and
philosophies regarding a manner in which cultures understand and shape the concepts of ‘play’ and
‘childhood.’
492
Parlett, The Oxford History of Board Games, 345. For an example of the significance of thematic
games and their makers, see for instance Philip E. Orbanes, The Game Makers: The Story of Parker
Brothers from Tiddledy Winks to Trivial Pursuit (Boston: MA: Harvard Business School Press, 2004).
493
Prolific tabletop game collector Alex G. Malloy notes that the “Golden Age” of American games
began in the 1870s with the rise of Parker Brothers and McLoughlin Brothers and ended in 1920 when
McLoughlin Brothers, once the leading American game manufacturer, were strapped for cash and sold its
221
boards, in which worlds are imagined through allegories and other narratives outside the game
like Cessolis’ Liber, to commercially-produced games that included representations of real-world
places, activities and, later, entirely fictional thematic worlds.494 It is my contention that games in
the early modern period did not simply shift to exhibit thematic, visual imaginary worlds,
however; instead, the very notion of a “thematic” game arose due to the changing ideas of
spatiality and geography in the sixteenth century—and, in particular, the nascent ‘discovery’ of
our own world.
4.2 Discovering the World
If games are spatially oriented, then an intermingling of games with geography would
seem to be a natural result. Indeed, the ubiquity of modern maps, which represent actual places
scaled and proportioned down using digital technology and scientific measurements, presents to
us an ordered, structured apparatus with which to orient ourselves in the world. But this
understanding of space, born in the fifteenth and sixteenth centuries with the rise of accurate
cartography as the prevailing form of geographic representation and Western Europe’s
rediscovery and translation of Ptolemy’s Geographia into Latin, is certainly not the only way to
represent the world.495 For mapmakers in the Middle Ages, the creation of a map was largely a
entire game line to Milton Bradley. American Games: Comprehensive Collector’s Guide (Iola, WI:
Antique Trader Books, 2000), 12.
494
Juul provides an alternative classification of games based on the levels of meaning and fiction applied
to the game: abstract games, iconic games, incoherent world games, coherent world games, and staged
games. See Juul, Half-Real, 131-32.
495
While Ptolemy’s Almagest circulated widely in twelfth-century Europe and had early theories
regarding cartography, Geographia, which most likely reached England in the latter half of the fifteenth
century, was among the most influential texts for ushering in new ways of thinking about the world.
Geographia, written in Alexandria in the second century CE, was first translated by the Greek monk
Planudes from a copy found in Constantinople in 1295 and later translated into Latin in Florence (c.
222
narrative rather than navigational endeavor; the function of medieval maps was varied, but
mappaemundi overwhelmingly focused on relaying a narrative of Christian history and the
harmonious order of creation. As Robert Rouse remarks, the “medieval spatial imagination was
primarily noncartographic”: not only were medieval maps unknown to the general populace, but
their purpose was also primarily ideological in nature, with no conception of scale, proportion,
orientation, or geographic representation.496 In his study of cartography in medieval Europe, P.
D. A. Harvey notes that the “idea of drawing a casual sketch map to show some topographical
relationship—the way from one place to another, the layout of fields, the sequence of houses in a
street—was one that seldom occurred to people in the Middle Ages.”497 Medieval ideas of
spatiality depended on textual, rather than spatial, information: the medieval world, as Rouse
observes, “is textually represented as a series of sequentially related individual places, with little
or no interest in establishing a sense of realistic distance between them.”498 This sentiment can
also be observed in medieval romances such as Sir Isumbras, which locates the narrative in ill-
defined places across a broader landscape, and Guy of Warwick, which references specific
locations as key points in the plot as a narratological itinerary of sorts.499 With the exception of
maps made by a few mapmakers such as Matthew Paris (ca. 1200–1259), knowledge of the
1409), a translation which quickly circulated to other areas of Europe. See Catherine Delano-Smith and
Roger J. P. Kain, English Maps: A History (Toronto: University of Toronto Press, 1999), 30-48.
496
Robert Allen Rouse, “What Lies Between? Thinking through Medieval Narrative Spatiality,” in
Literary Cartographies: Spatiality, Representation, and Narrative, ed. Robert T. Tally, jr. (New York:
Palgrave, 2014), 16.
497
P. D. A. Harvey, “Local and Regional Cartography in Medieval Europe,” in The History of
Cartography, eds. J. B. Harley and David Woodward (Chicago: University of Chicago Press, 1987),
1:283.
498
Rouse, “What Lies Between?,” 18.
499
Robert Allen Rouse, “Walking (between) the Lines: Romance as Itinerary Map,” in Medieval
Romance, Medieval Contexts, eds. Michael Cichon and Rhiannon Purdie (Cambridge: D. S. Brewer,
2011), 135-48.
223
physical world in the Middle Ages was almost exclusively local and regional: individuals likely
could not easily visualize their town, landscape, or nation beyond their own first-hand
experience. Medieval games, as we have seen, thus exhibited a similar relationship toward the
idea of space as a porous, abstract, and narratological concept.
Geography in the later Middle Ages underwent drastic changes due in large part to
improvements on Ptolemy’s principles, the development of meridians and parallels, the invention
of better tools for naval navigation, and a reduction in the production cost of printed maps.500
Ptolemy’s Geographia likely reached the British Isles by 1482 and was continuously revised to
include “new projections, new maps, [and] new ways of looking at the world.”501 While early
editions were primarily text-based, printings after 1508 included maps and became a definite
guide for mapping discoveries in the New World. Sixteenth-century Europe fashioned a new
spatial awareness of the world such that, in the words of Monica Matei-Chesnoiu:
the new possibility of imaginatively inserting the viewer into a representation of space
offered a perspective that allowed people on the ground a holistic approach to the world
that would not otherwise be possible. It allowed them to conceive of their surroundings,
the world, the town, and the landscape, in wide-ranging ways, which may have gone
beyond the possibilities of physical reality, but which stayed well within the bounds of
imagination.502
While Harvey contends that sixteenth-century cartographers developed a sense of
“mapmindedness,” Smith goes further to argue that “the new techniques of surveying and
500
See especially Norman Thrower, Maps and Civilization: Cartography in Culture and Society
(Chicago: The University of Chicago Press, 2007), 58-75.
501
John Short, The World through Maps: A History of Cartography (Toronto: Firefly Books, 2003), 103.
502
Monica Matei-Chesnoiu, Re-Imagining Western European Geography in English Renaissance Drama
(New York: Palgrave MacMillan, 2012), 14, emphasis mine.
224
mapping produced a fundamental shift in the way space was imagined,” suggesting that this new
spatial thinking had broader epistemological effects than previously thought.503 With the
adoption of new ways to imagine and reason about physical space, cartographical maps and
techniques became a key social and cultural construction that could not only scientifically help
people navigate the world, but also make “statements about the world” through the selection and
exclusion of cartographical features.504 Maps, which were once a rare phenomenon, began
appearing in plays, books, political pamphlets, poetry, and elsewhere as authors, playwrights,
cartographers, and surveyors gained an interest in discourses that combined human intent and the
natural world. For perhaps the first time, maps and geographical texts could provide a fuller
awareness of one’s surroundings and new ways of viewing one’s world—both locally and
abroad. As Donald Smith remarks, “cartographic accuracy began to carry with it a concomitant
sense of perceived space, a sense of an implicitly physical volume that could be imaginatively
inhabited.”505
Cartographers in England continued to produce maps in manuscript form during the
sixteenth century, while printed maps were predominantly imported from the Continent.506
Foreign lands were discovered, explored, and mapped, thanks to expeditions like those
conducted by Sir Walter Raleigh and Sir Francis Drake, yet the most significant developments in
English mapmaking remained local and within England’s borders. George Lily produced one of
the earliest engraved maps of England in 1546, but it was Christopher Saxton—a mapmaker and
surveyor—who established a methodology for cartographic practices through instrumental
503
Smith, The Cartographic Imagination, 10.
504
Wood, The Power of Maps, 2.
505
Smith, The Cartographic Imagination, 8.
506
Delano-Smith, English Maps, 50.
225
surveys of the land, which remained influential well into the eighteenth century. While he began
as an estate surveyor, mapping local and regional land boundaries on commission, Saxton was
approached in 1573 by Elizabeth I’s Secretary of State, William Cecil (later named the First
Baron Lord Burghley), to survey and map the counties of England and Wales. Saxton completed
the first English county map in 1574 (county Norfolk), and thirty-four county maps were
successively surveyed and printed on copper plates until completion in 1578. In 1579, the
individual county maps were collected into the first national atlas, entitled Atlas of the Counties
of England and Wales, which created a broader cultural awareness of England as a nation. As
John Short notes, “Saxton’s work was not just a technical accomplishment. The mapping was
uniquely connected to political ends.”507 Like Henry VIII’s interest in maps for planning national
defense in the 1530s,508 Saxton’s county maps “reflect[ed] turbulent times” as tensions rose
between Elizabeth I and Philip II, the King of Spain; the maps outlined and affirmed England’s
borders, presenting each county in a similar visual style, though, as Catherine Delano-Smith and
Roger Kain point out, there was “an underlying lack of uniformity from map to map.”509
Saxton’s atlas was revised, updated, and reprinted frequently throughout Elizabethan and Stuart
England, and cartographers such as William Smith and John Norden later sought to correct some
of the shortcomings in Saxton’s work. As Thrower observes, “Saxton’s maps, which were
derived from instrumental surveys, were soon emulated and became the basis of such
cartography for a century and a half.”510 Saxton’s maps created a new national consciousness, a
507
Short, The World through Maps, 112.
508
Delano-Smith and Kain, English Maps, 56.
509
Delano-Smith and Kain, English Maps, 70.
510
Thrower, Maps and Civilization, 90.
226
political identity that was informed not only by England’s contours and topography, but also
England’s identity as the head of a burgeoning empire.
This profound cultural shift from medieval notions of geography and spatiality to early
modern mapmaking paved the way for introducing geography into games, and one of the first
examples of this shift appear in a seemingly unlikely place: playing cards. With the rise of
printing and engraving, playing cards became more widely accessible and portable, thereby
assuming a new level of popularity rivalling that of the older chess, merels, and tables game
objects in Elizabethan England. A pack of fifty-two geographical playing cards and eight
introduction cards—the first known example of its kind in early modern Europe—appear in 1590
at the same time demand for national and regional maps was increasing and making them a
marketable commodity.511 The geographical cards, which feature a map of each English and
Welsh county, reveal a direct link to Saxton’s atlas. Likely designed by William Bowes, 512 the
geographical cards were produced by Augustine Ryther, a map engraver, printer, and prominent
figure in the rise of map engraving and printing in Elizabethan England.513 Ryther was one of at
511
Bowes, William, [Geographical playing cards of England and Wales], engraved by Augustine Ryther,
London, 1590. London, British Museum, 64 cards. For earlier discussions of the cards, see: Arthur M.
Hind, “An Elizabethan Pack of Playing-Cards,” British Museum Quarterly 8 (1938-39): 2-4 and Sylvia
Mann and David Kingsley, “Playing cards depicting maps of the British Isles, and the other English and
Welsh counties,” Map Collectors’ Series 87 (1972): 3-35. A translation of the county descriptions appears
in Arthur M. Hind, Engraving in England in the Sixteenth and Seventeenth Centuries, Part I: The Tudor
Period (Cambridge: Cambridge University Press, 1952), 182-86.
512
The identity of the author has been long debated among scholars. The imprint on the first card reads,
“W. B. inuent, 1590.” In their study of the playing cards, Sylvia Mann and David Kingsley found that a
certain ‘William Bowes’ was connected to another set of playing cards produced in 1605. Mann and
Kingsley, “Playing cards depicting maps,” 3-35.
513
Ryther was the first map engraver to be recognized internationally. A member of the Grocers’
Company, Ryther had founded a distinguished school of instrument makers. He also worked on
engravings in the Waghenaer atlas and had published his own atlas, Expeditionis Hispanorum in Angliam
vera description (1590), which focused on the successes of the Armada victory. He was also likely the
227
least six engravers—and the only Englishman—employed by Saxton to work on the atlas, and
was responsible for engraving at least four of Saxton’s county maps.514 His work with Saxton’s
maps and the Agas London map (1588) may have influenced his visual depiction of the fifty-two
counties each displayed on a card in the set, plus the map of London on the fourth introductory
card (Figure 4.1), and these may have even have been copied from Saxton’s general map of
England and Wales.
engraver of Saxton’s 1583 wall map, the Ralph Agas wall map at Oxford (1588), and the John Hamond
map at Cambridge (1592). D. F. McKenzie and John Barbard, eds, The Book in Britain, The Cambridge
History of the Book (Cambridge: Cambridge University Press, 2002), 4:234. See also, Elizabeth Baigent,
“Ryther, Augustine (d. 1593)”, Oxford Dictionary of National Biography (Oxford: Oxford University
Press, 2004).
514
Delano-Smith, English Maps, 66-69. Ryther may have also accepted an editing role after 1576. See:
Peter Barber, “Mapmaking in England, ca. 1470-1650,” in The History of Cartography: Cartography in
the European Renaissance, ed. David Woodward, vol 3 (Chicago: University of Chicago Press, 2007),
1629.
228
Figure 4.1: William Bowes, Introductory Card 4: London, from a deck of geographical playing
cards of England and Wales engraved by Augustine Ryther (London, 1590).
London, British Museum.
229
The geographical playing cards departed from the Court card design originating in Rouen,
France (that is, spade, club, diamond, and heart suits), which became the archetype used for
producing playing card sets in England and remains the most prominent set design today.
By featuring figures at court in addition to suited numbered cards,515 Bowes split the
English counties into four directions (North, South, East, and West) based on their geographical
orientation. In this way, four cardinal points not only represented the four card suits, but also
created a set design that was distinctly English and separate from all other card designs
circulating on the Continent. Bowes’s deck collectively reveals a single theme at work:
geography. Each county card is numbered I to XIII in each suit (arranged from the smallest to
largest regions), with a brief description and image of the county and letters signifying important
buildings and locations in the area. Ryther was also an instrument maker, and three instruments
cartographers used to create their maps—a pair of calipers, a ruler, and a compass—appear in the
bottom left and top right of the inner frame on every county card, underlining the skills and
technologies required to produce accurate measurements, dimensions, and representational
images of each county. Icons, such as the spades, clubs, hearts, and diamonds characteristic of
the Rouen design, are omitted in favour of distinguishing suits using abstract patterns framing
the county, the description of the region in England and Wales, and the coloured borders around
the inner frame and county image: East (yellow inner border/green county border); South (red
inner border/yellow county border); West (green inner border/yellow county border); and North
(yellow inner border/red county border).516
515
For more information on the development of playing cards in England, see Hargrave, A History of
Playing Cards, 169-222 (see chap. 3 n. 282).
516
This colour scheme is based on the cards acquired by the British Museum in 1938. Another set of this
deck, acquired by the British Museum in 2014, displays different colour patterns, but a similar pattern
scheme.
230
Bowes’s geographical playing cards go beyond a mere depiction of counties, however.
The top text on each card lists quantifiable measurements of each county, while the bottom text
presents a short chorographical description and orientation to other adjacent counties. The card
featuring Middlesex (Figure 4.2), for instance, reads as:
Figure 4.2: William Bowes, Middlesex, from a deck of geographical playing cards of
England and Wales engraved by Augustine Ryther (London, 1590). London, British Museum.
231
MIDDLESEX the 2 of th[e] East hath Miles
In Quantitie sup[er]ficiall 125. In Circuite 81.
In Length from Barkeshire to Essex 21.
In Bredth from Kent to Hartfordshire 14.
[Inner panel with image of the county]
MIDDLESEX a very sweete & fine ayer:
Fertile soile, & full of stately buildinges.
Hauinge Essex East, Buckinghamshire West
Hartfordshire North, the Thames and Sur[rey] South.517
The collocation of cartographical information, visual image of the county, and chorographical
description for each county provides both a quick flashcard-like overview and, in Wood’s words,
“a reality that exceeds our vision.”518 The maps displayed on each playing card are too small and
impractical to be used as a navigational tool, and there are few visual topographical features,
such as rivers, lakes, mountains, hills, and forests, displayed on the small maps. As mentioned
earlier, buildings are represented via a letter symbol, but no images of roadways or other human
structures appear on the maps. With limited information portrayed on the landscape, the minimal
maps still highlighted the most significant distinguishing features that each county had to offer
through an intermingling of both natural and manufactured regions.
The text reflects this effort to showcase the best aspects of each county: the surveying
measurements quantify the contours and shapes of each county, imparting a numeric order on the
landscape, while the pastoral descriptions portray an idyllic narrative of an abundant, productive
517
The transcription of the 1590 playing cards is my own.
518
Wood, The Power of Maps, 4.
232
England by stressing key topographical features and commercial commodities. Middlesex’s
“very sweete & fine ayer” complements its “fertile soile,” for instance, just as Flinte’s “plesaunt
hills” and fertile soil create “great plenty of barley.” Likewise, Hartfordshire enjoys “plesante
meadows and pastures,” Oxfordshire is “pleasaunt for hawking,” with “plenty of fowle and
fishe,” and Pembrokeshire in the southwest of Wales contains “plenty of wheat, seafishe, and
wine to sell.”519 The chorographical descriptions occasionally mention more densely populated
areas, which are also keyed on the maps with a letter. Norfolk boasts a “large, welthy, and very
populous” landscape “full of corn, sheep, and worsted commodities,” while Cheshire is “full of
nobilitye and gent[ry].”520 Lincolnshire claims to have “plenty of corne, fruite, and cattel: /
Numbers of townes, rivers, with store of fishe.”521 A number of the descriptions of the counties
on Bowes’s cards may have been adapted from William Camden’s widely influential Britannia
(1586), a Latin prose chorographical description of England that, as Lesley Cormack remarks,
“defined and stabilized the genre of local history” by bringing “together the study of all aspects
of human habitation: history, locale, linguistics, genealogy, and etymology.”522 Bowes’s
geographical playing cards offers a chorographical Britannia in miniature: Camden’s depiction
of Middlesex includes the sentence “[s]umma coeli temperie et soli indulgentia, aedibus et vicis
magnificis undique nitida, plurimaque sunt ubique memoranda” [for aire passing temprat, and for
soile fertile, with sumpteous houses and prety townes on all sides pleasantly beautified, and
every where offereth to the view many things memorable], which forms a part of the introduction
to a larger chorographical account of the county—and is most likely the sentence truncated and
519
Bowes, [Middlesex], [Hartfordshire], [Oxfordshire], and [Pembrokeshire].
520
Bowes, [Norfolk], [Cheshire].
521
Bowes, [Lincolnshire].
522
Lesley B. Cormack, Charting an Empire: Geography at the English Universities, 1580-1620 (Chicago:
University of Chicago Press, 1997), 177.
233
translated for Bowes’s card. While Camden continued to expand on the histories and descriptions
of each county, publishing a third edition in 1590 and seventh edition in 1607, the playing cards,
with limited physical space on the card, included only the highlights of each locale. Middlesex’s
entry in Britannia, like the other county descriptions, reads as a collection of local histories,
commercial exports, topographical survey data, poetry, depictions of cities, and other collected
information. For Bowes’s playing cards, the choices of abridged phrases is telling: the
summation of features for each county showcase a fully idealized England—a nation poised for
greatness.
Other Elizabethan maps and chorographies similarly provided localized descriptions of
“contemporary places, things, and cultural practices accurately,” which contributed to
propagating a growing national awareness. Contemporal projects in England were already in
development at the time of their publication, including Norden’s own unfinished pocket-sized
account of England’s counties in his chorographical Speculum Britanniae [Mirror of Britain]
(1593), which was also inspired by William Camden’s Britannia (1586) and devised as a series
of surveyed county maps accompanied by textual descriptions.523 This mélange of cartographic
information, natural history, and genre, and its mapping of the English and Welsh landscape onto
playing cards, captures the porous relationship between politics, commerce, and game spaces.
Similar to chess, where a player can dominate the board to seize the king, or to the anonymous
Quaedam or Cessolis’ Liber, where authors use games for sociopolitical aims, here the dominion
over topographical space, a wholly cultural, commercial, and political enterprise, is rendered
onto a playful, and indeed controversial, playing card object. The sense of order and organization
displayed on each county card as imposed by the numerical distances, images of surveying tools,
523
Barbara Shapiro, A Culture of Fact: England: 1550-1720 (Ithaca: Cornell University Press, 2000), 64.
234
and descriptions, “giv[es] a new measurable dimension to the visible world . . . and opens great
potential for the development of readers’ imaginative capacity.”524 But at the same time, these
collections of facts together with chorographical descriptions reflect an imaginary place to
inhabit: the geographical playing cards point the player not to a world he or she can see, but
rather, as the epitaph at the beginning of this chapter states, “a world we might know.”525
In early modern Europe, games—through their use of maps and geography—acted as
another tool with which to fashion a “national and local patriotism” among players while at the
same time encourage learning, recreation, and gameplay.526 Indeed, the geographical deck’s
eight introductory cards further attest to this form of overt nation-building, including cards
outlining key rulers who shaped the land (Card 1), the English court at parliament (Card 5),
England’s history of conquerors (Card 6), and London’s status as an emerging metropolis “for
store of welth, of people, and of power” (Card 4 and 8).527 With transparent allusions to
England’s wars with Spain and Ireland, the deck of playing cards aimed to position England as
triumphant both at home and abroad. The last two introductory cards continue this national
narrative of England and its people, positioning England as a powerful nation within a wider
‘global’ consciousness. Card seven begins by situating England topographically in the world,
“FROM Irishe West from Germanys on y East / From Frenches South, their seas do us deuide”
and, similar to the county cards, boasting of England’s abundant resources, commodities, and
exports to other nations (sheep, grain, iron, tin, copper, and so on). Card seven ends by praising
the English navy and ability to undergo foreign trade:
524
Matei-Chesnoiu, Re-Imagining Western European Geography, 21.
525
Wood, The Power of Maps, 12.
526
Shapiro, A Culture of Fact, 67.
527
Bowes, [Map of London].
235
Why home commodities do they disdayne
To prosper ships, for forraine store they send
What shipe like ours, for merchau[n]dise & war
For Marriners, what land affords like store
Few ships or none. Hath traueled so farr,
About the world they went, and who did more.528
The last introductory card turns again to London. While the fourth introductory card
provided a topographical overview with a crude map of the burgeoning city, the last card affirms
London’s place as an urban center, place of international trade, and locus of English rule. The
card mentions well-known places in the city that would likely have been familiar to the player,
including the Guildhall, Leadenhall, Christchurch, the Ludgate and Newgate prisons, the Tower
Bridge, and the Tower of London. Due to its explosive population growth, “LO London now,
with Paris may compare;”529 in 1550 London’s population was approximately 120,000 people,
but by 1600 the population had reached 200,000, making it the largest city in early modern
Europe.530 In his analysis of London’s metropolis in early modern England, J. A. Sharpe notes
that “the image of a socially mobile, fluid, and in large measure cosmopolitan London . . .
raise[d] the questions of how far any sense of ‘community’ . . . was present in the capital.”531
Henri Lefebvre further explains this historical shift in terms of a movement from rural space
(absolute space) to city space (abstract space), defining absolute space as a natural site (such as a
528
Bowes [English Trade].
529
Bowes, [London].
530
J. A. Sharpe, Early Modern England: A Social History 1550-1760, 2nd ed. (New York: Arnold, 1997),
84.
531
Sharpe, Early Modern England, 88.
236
river) that is conquered by political forces.532 Abstract space grew from absolute space; its
tendency toward homogeneity, commercialism, and commodities replaced the communal
ambiance of villages and towns. Thus, it promoted a new kind of space that epitomized centers
of wealth and power—the defining elements of any large urban center.533
Like Camden’s Britannia, Bowes’s playing cards provide a collective image “of the
antiquity of Britain and the inevitability of its development as an autonomous nation” and orient
readers and players spatially by producing and contributing to a topographical awareness in
relation to the world.534 The third introductory card, much like the layout of the county cards,
displays numeric sums of England’s widths and lengths: “THVS much in Miles whole Engla[n]d
it contain[n]es . 34866 / Thus much in Miles will reatch about in rownde : 1890 / Hir Length
from Lisard point to Barwick strai[n]s . 334 / Twixt Douer Holyhead the bredth is founde .
250.”535 The subsequent text ties the features of each county together, placing England as a
formidable nation “AMO[N]GST good neigbors.”536 Bowes’s cards are as much as reflection of
England’s real physical boundaries as its fiction, creating an idealized image of Elizabethan
England that not only is characterized by idyllic landscapes and an abundance of resources, but
also reaps the fruits of its land for trade, vanquishes enemies, and explores new frontiers—a
narrative Michael Drayton would later respond to in his chorographical magnum opus Poly-
Olbion (1612). Richard Helgerson, in his Forms of Nationhood: The Elizabethan Writing of
England, examines the political exigencies of map patronage and production, arguing that
532
Henri Lefebvre, The Production of Space, trans. Donald Nicholson-Smith (Malden, MA: Blackwell,
1991), 48.
533
Lefebvre, The Production of Space, 49.
534
Cormack, Charting an Empire, 177.
535
Bowes, [England].
536
Bowes, [England].
237
Elizabethan cartography and chorography “had an inescapable part in creating the cultural entity
they pretended only to represent . . . They thus made themselves. They are the prototypes of what
might be called the novus homo chorographicus—new chorographical man.”537 In Bowes’s pack
of geographical cards, all counties are presented as a collective whole, a unification of the land.
The wielder of the cards could not only hold in his or her hand a visual representation of the
entire country, but also identify—very quickly, by flipping through the deck—their own sense of
place in England. Maps, as Thrower notes, “raised questions about the earth and its inhabitants . .
. on a more practical plane they promoted commerce in every sense of the word.”538 But even as
the cards represent real, physical space, by virtue of their imaginative promulgation of England’s
abundance and supremacy, they also present a manifestation of an envisioned world: a realm of
“possibility, a mix of familiar and unfamiliar, permutations of wish, dread, and dream, and other
kinds of existence that can make us more aware of the circumstances and conditions of the actual
world we inhabit”—or, a place similar to what Mark Wolf would call an “imaginary world.”539
4.3 Selling the World
The amalgamation of the political, the pedagogical, and the playful on Bowes’s
geographical playing cards—which appear at least eighty-six years before bookseller and
mapmaker Robert Morden’s highly detailed pack of geographical playing cards (1676), the
second extant set of geographical cards in Europe—epitomizes England’s national identity
537
Richard Helgerson, Forms of Nationhood: The Elizabethan Writing of England (Chicago: University
of Chicago Press, 1992), 147.
538
Thrower, Maps and Civilization, 90.
539
Wolf, Building Imaginary Worlds, 17.
238
within (and as) an imaginary space. In this section, I would like to briefly highlight another,
more subtle display of English patriotism latent in Bowes’s playing cards, one that not only
reflected the increasing commercialism of games, but also helped set a precedent for the
regulation and trade of games and other goods in general: the domestic production of playing
cards.
Playing cards were controversial material objects in premodern Europe. On the one hand,
gentry and nobility enjoyed them as a sophisticated pastime; on the other, they encouraged
gambling and lewd behavior. But the controversy surrounding playing cards was not only ethical
in nature. Since the introduction of playing cards into England in the early fifteenth century, a
great deal of the playing cards purchased in England were imported from elsewhere. As the
production and distribution of cards increased, English card makers and merchants competed
with foreign importers. The situation reached a critical breaking point in 1463 when Edward IV
enacted the first statute that prohibited the importation of foreign playing cards by the request of
English card makers.540 Viewed with suspicion born of both moral and mercantile anxieties,
playing cards were objects perceived to be in need of containment and control.
Despite attempts to regulate the exchange and use of playing cards, cards continued to be
imported to England throughout the sixteenth century, most often sporting the Rouen design. In
her study of playing cards, game historian Catherine Hargrave remarks that “it is curious to see
how from the very first cards made for export have conformed with the accepted idea of the
country for which they were made.”541 Playing cards produced on the Continent, in their card
540
Hargrave, A History of Playing Cards, 169. Rulers and lawmakers have long attempted to regulate the
play of games, especially for gambling purposes. Edward IV’s ban on the importation of cards constitutes
the earliest extant prohibition of importing foreign gaming objects into England. For more information on
the regulation of games, see Bubczyk, “‘Ludus inhonestus et illicitus?’” 95-107 (see chap. 2 n 67).
541
Hargrave, A History of Playing Cards, 170.
239
and suit design, were fundamentally connected to their countries of origin (e.g., playing cards
originating in Spain, France, and Italy all display different suit icons and designs). By the
Elizabethan and Stuart periods in England, local artificers still struggled to compete with playing
cards imported from France and other countries.
On June 13, 1571, Elizabeth I granted a twelve-year patent license to Ralph Bowes
(notably, the brother of William Bowes) and Thomas Beddingfield Esquires to import,
manufacture, and supply playing cards (both fifty-two card “French” decks and seventy-eight
card Tarot decks) in England and license others to sell them, essentially creating a state-
sanctioned monopoly on the product. The Queen extended the patent license in 1588 and 1589,
believing that limiting the production, trade, and distribution of playing cards in England to the
control of one organization would regulate the distribution of cards and the pastime of gambling.
In the patent license released in 1588, the Queen states explicitly that Ralph Bowes and his
affiliates are the only legal artificers of cards: “no other shall haue the making of playing Cards
within this our Realme and other our Dominions . . . vpon paine of imprisonment.”542 On
January 12, 1590, Bowes entered the playing card patent into the Stationer’s Hall as a way of
establishing copyright on cards: “to print these markes folowing, which are to bind up cards in,
viz., a dozen m'ke. Jtem, a Sizian m'ke. Item, a Jew m'ke.”543 The patent and Bowes’s sets of
printing blocks then passed to Edward Darcy (a Groom of the Chamber to Elizabeth I), and the
542
Elizabeth I, Patent License for Raffe Bowes and Thomas Beddingfield (London: Thomas Purfote,
1588). STC 8171, Early English Books Online, accessed January 5, 2015, http://eebo.chadwyck.com.
543
Walter Dodge, “Playing Cards: Their Origin and Character,” WHIST: A Monthly Journal Devoted to
the Game (1895): 121.
240
patent was renewed for another twenty-one years in return for paying the Queen an annual sum
of 100 marks.544
On August 11, 1598, Thomas Allein, a haberdasher who operated in London, sold 180
gross of playing cards but refused to pay Darcy. Darcy sued Allein for violating his patent
license and the matter went to court. On January 1, 1599 the King’s Bench ruled that the grant on
the monopoly of playing cards was void because it prevented those who were skilled in a trade
from completing a job and, as a result, “leadeth to the impoverishing of divers Artificers.”545 The
monopoly also harmed buyers because a monopolist could raise the price of the product for self-
gain with no intention of improving or even maintaining a product’s quality. Playing cards,
argued the plaintiff, were vanity items that wasted time: the Queen thus had the right to regulate
the recreation of her people as a public good. The bench determined that the Queen was deceived
and allowing a monopoly on playing cards would set a dangerous precedent for the trade of other
goods. The case, famously called “The Cases of Monopolies,” was the first statement that ruled
monopolies harmful and became a landmark model for establishing the beginnings of antitrust,
patent, and competition law. The Bench stated, as reported by Edward Coke, “That the Queen
could not suppress the making of Cards within the Realm, no more than the making of Dice,
Bowls, Balls, Hawks-hoods, Bells, Lewers, Dog-couples, and other like, which are works of
labour and art, although they shall be for pleasure, recreation and pastime, and they cannot be
suppressed if not by Parliament, nor a man restrained to use any trade but by Parliament.”546
Other products intended for recreational purposes were not regulated through patent monopolies,
544
Sir Edward Coke, Selected Writings of Sir Edward Coke, ed. Steve Sheppard, vol. 1 (Indianapolis:
Liberty Fund, 2003), 395.
545
Coke, Selected Writings, 400.
546
Coke, Selected Writings, 402.
241
so artificers argued that they should be free to produce playing cards as well, and that no one
should regulate play.
While the Darcy v. Allein case opened up the market to enable multiple artificers to
manufacture and sell English-made playing cards, it didn’t end the competition between
domestic and foreign cards. In 1615, a group of English tradespeople petitioned James I to place
limits on the importation of foreign cards because they were severely impacting their ability to
sustain a living wage. Based on their pleas, the King required all foreign cards to be licensed,
inspected, and tariffed on importation.547 While these new procedures attempted to limit the
competition of playing cards from the Continent, they did not fully alleviate the issue. Gerard
Malynes, in his economic treatise Consuetudo, vel lex mercatoria, or The ancient law-merchant
(1622) notes that playing cards imported from France comprise a monopoly he deems
“reasonable” due to its appeal among buyers as a trifling pleasure, together with starch, lute-
strings, and tobacco.548 In 1628, another group of playing card producers in London rallied
together and, with Charles I’s support, founded the “Worshipful Company of Makers of Playing
Cards” by royal charter in an effort to curb the importation of foreign cards and establish card
making as a legitimate trade in England. Lews Roberts argues in The Treasure of Traffike (1641)
that the importation of playing cards should be prohibited because England already manufactured
the primary materials.549 The numbers of card makers in England began to increase, though the
547
James I, Treatise for the Makers of Playing Cards (London: Robert Baker, 1615). Society of
Antiquaries. STC 8525. Early English Books Online, accessed January 6, 2015,
http://eebo.chadwyck.com.
548
Gerard Malynes, Consuetudo, vel lex mercatoria, or The ancient law-merchant (London: Adam Islip,
1622). Oxford, Bodleian Library. STC 17222. Early English Books Online, accessed January 6, 2015,
http://eebo.chadwyck.com.
549
Lews Roberts, The Treasure of Traffike (London: E. P., 1641). London, British Library. Wing R1602.
Early English Books Online, accessed January 5, 2015, http://eebo.chadwyck.com.
242
Rouen court style remained a staple in English card design. On behalf of the Company’s desires
for greater control over the market, Charles I in 1638 and Charles II in 1684 placed further
restraints on trade by prohibiting the importation of all foreign-made playing cards.550 A report
on the rate of English imports and exports by ship in 1650 includes playing cards at four
pounds551, and a later report published in 1657 included playing cards at only two pounds.552 The
effort by English artificers was not only to add another profitable skill to their trade, but to
produce quality English-made cards. The need to create a local market was economical as much
as it was nationalistic in supporting English citizens, merchants, and tradespeople—and, of
course, to keep gambling in check through continued registration and regulation.
From these petitions, grants, and licenses we see that playing cards were clearly a highly
commoditized object, and the political and mercantile conflict that surrounded the regional
production of playing cards, set against foreign imports, ushered in new models for the
manufacture of cards and other commodities in England. If we return to William Bowes’s
geographical cards, his design was the first extant set of cards to display a completely distinct
design set apart from the Rouen style in England (the design granted in his brother’s patent
license), and his deck was produced domestically in England by Ryther, independent of his
brother’s control. In their manufacture and circulation of playing cards, both brothers attempted
550
Charles I, A Proclamation Concerning Playing-Cards and Dice (London: Robert Baker, 1638).
London, British Library. STC 9118. Early English Books Online, accessed January 6, 2015,
http://eebo.chadwyck.com; and Charles II, A Proclamation Prohibiting the Importation of Foreign
Playing-Cards, and for Seizing such are or shall be Imported (London, 1684). London, British Library.
Wing C3538. Early English Books Online, accessed January 6, 2015, http://eebo.chadwyck.com.
551
An act for the redemption of captives (1650). Folger Shakespeare Library. Wing E1119C. Early
English Books Online, accessed January 5 2015, http://eebo.chadwyck.com.
552
A book of values of merchandize imported (Edinburgh: Christopher Higgins, 1657). University of
Glasgow Library. Wing 2682:07. Early English Books Online, accessed January 5, 2015,
http://eebo.chadwyck.com.
243
to dominate the cultural (and in some cases economic) “game board”—a means of creating and
securing national identities and foreign relations in fiction and in real life.
4.4 Playing the World
Throughout the early modern period, those in positions of power and influence in
England sought to regulate the production and trade of playing cards as tabletop games began to
enter commercial markets. From its first occurrence, the intersection between geography and
game objects enabled games to display worlds beyond immediate recognition and capture a
unifying, nationalistic image focused on political and global gain. The world was no longer only
projected onto abstract game boards as a metaphor for civic life, but formed the rudiments of the
object itself. Bowes’s geographical playing cards remained a novel amalgamation of a pocket-
atlas and gaming object in Europe until well into the seventeenth century. The next appearance
of geography on a game object would not occur for another fifty-four years when Henry le Gras
designed and published a pack of geographical playing cards in Paris, titled “Le Jeu de
Géographie” [The Game of Geography] (c. 1644). His aim was primarily educational in nature;
the cards appear in a larger series of playing card sets devised by Cardinal Mazarin and
organized by Jean Desmarests, a member of the Académie Française, to educate the young King
Louis XIV.553 The cards were not concerned so much with solely praising France as garnering
knowledge of the increasingly global world; each geographical card displayed a number and a
suit from the Rouen set design that corresponds to a different region in the world (club/Americas,
553
In 1644, Jean Desmarests published a report of the games, titled, “Les Jeux des Cartes, des Roys de
France, des Reines Renommées, de la Géographie, et des Fables, cy devant dediez à la Reine Régente,
pour l’instruction du Roi.” See Hargrave, A History of Playing Cards, 58-60.
244
spade/Asia, hearts/Europe, and diamonds/Africa), an engraved full-length framed figure
emblematic of the country, and a description of a country from the respective region, from China
and Egypt to Brazil and Florida. le Gras’s playing cards could be enjoyed for both edification
and entertainment so Louis XIV and others could gain awareness of their place in the world.
Despite the invention of geographical playing cards, the most popular games played in
sixteenth- and early seventeenth-century England and France continued to use non-geographical
game boards and objects—many of which had continued to enjoy popularity as leisure activities
since the Middle Ages. Charles Cotton’s The Compleat Gamester (1674), a widely popular
reference game book that was later replaced by Edmond Hoyle’s work on card games in the mid-
eighteenth century, includes lengthy descriptions of billiards, bowling, chess, backgammon,
hazard (a dice game), horse racing, archery, cock-fighting, and numerous card games enjoyed by
an emerging bourgeois group of merchants, industrialists, lower gentry, and others with
disposable income.554 While a number of games highlighted in Cotton’s treatise persisted as
common pastimes well into the twenty-first century, there was another influential board game
that had gained widespread popularity on the Continent and would significantly impact and
forever change the commercial and thematic production of board games: Giuoco dell’Oca
(famously called the Game of the Goose in English and Le Jeu de l‘Oie in French). In the design
and play of Bowes’s and le Gras’s packs of geographical playing cards, the cartographical aspect
is not necessary to play card games. The geographical descriptions imprinted on the cards could
project political ideologies and educational agendas, but the mechanics could largely remain
separate from this knowledge. For the Game of the Goose and its variants, the designers,
illustrators and engravers moved beyond static representation to inject real-world knowledge and
554
Cotton, The Compleat Gamester (see chap 2 n. 49).
245
imagery directly into the game’s rules and onto the board. The visual history of the Game of the
Goose shows evidence of an increase in objects that reflected and captured a player’s sense of
the world. The images and textual scenarios on the board illuminate an assortment of
recognizable places, animals, figures, objects, situations, and cultural knowledge that are not
only aesthetically tasteful for aristocratic audiences, but are also rendered meaningful through
gameplay.
Giuoco dell’Oca (henceforth called the Game of the Goose) is a spiral race game
invented sometime in sixteenth-century Italy under the reign of Fransesco I de’ Medici of
Florence (1541-87), and becomes the model for future mass-market board games well into the
twenty-first century—the kind of “simple” race games Murray dismisses in his treatise A History
of Board-Games other than Chess (e.g., Candy Land, mentioned above, is a modern variant of
the game).555 Using two dice and a token, each player begins at the first space on the outside of
the singular spiral track and moves counterclockwise along the divided numbered spaces on the
board in order to be the first player to reach the final space in the middle, numbered sixty-three
in the original form of the game (see Figure 4.3).
The game was first mentioned when Francesco I de’ Medici (1574-87) sent the game to the court of
555
King Philip II of Spain as a gift sometime between 1574-87.
246
Figure 4.3: Giuoco Dell Oca, Anonymous, Italy (ca. 1550-90)556
556
From the collection of Luigi Ciompi and Adrian Seville, Giochi dell’Oca e di percorso, accessed
January 15, 2015, http://www.giochidelloca.it/scheda.php?id=2260.
247
An overthrow would cause a player to count backwards from the winning space. Players cannot
move freely or strategically, but are completely bound by chance to the roll of the dice.
The emphasis in a medieval board game was on how players strategically positioned
pieces on the game board, whether the game had distinct rules governing each piece (as in chess)
or not (as in merels). The abstract boards depict a marked, specialized space in which to play but
any special meaning ascribed to specific areas was done in narratives and allegories outside of
the game itself, such as in Évrart de Conty’s Les Eschéz d'Amours [The Chess of Love] where
individual squares on the board represent various traits of the players. In the Game of the Goose,
not only is special significance applied to individual spaces, but these areas are also fashioned
from recognizable real-world places, subjects, and experiences: by rolling the dice, players have
a chance to land on a goose, a bridge, an inn, a well, a maze, a prison, and the state of death. If a
player lands on a goose—which symbolized good fortune—he or she can then move ahead the
same amount displayed on the dice. Most interesting for our purposes, however, are the perilous
spaces of the game (and one advantageous space), which denote various boons or penalties if a
player happens to land on them (Table 4.1).
Table 4.1: Iconic spaces in The Game of the Goose (excluding goose spaces)
Numbered Space Image Boon / Penalty
6 Bridge Move ahead to space 12
(in some variants the player
must pay a “toll” to the pot to
advance to space 12)
19 Inn Lose two turns
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31 Well Wait until another player
reaches this space and then
exchange places
42 Maze or Labyrinth Go back to space 39 (30 in
French games)
52 Prison Same mechanic as the well
58 Death Go back to the beginning and
start again
Table 4.1: Iconic spaces in The Game of the Goose (excluding goose spaces)
Each actionable space is not only tied to a specific setting, but also derives its meaning from the
players’ understanding of the function of this space in the real world (e.g., the prison space
forces a player to remain in place unable to move, while the bridge space enables a player to
advance much more quickly along the board, much like a bridge affords ease of travel over
difficult terrain in the real world). Such iconic markers depart from the numbered suits of playing
cards, which may have symbolic meaning but have no bearing on the rules and outcomes of the
game. Rooted in numerological theories of the Cabala—Jewish mystical theology adapted by
Italian scholars in the later Middle Ages as a philosophical system for Christian use—the Game
of the Goose epitomizes a metaphor for life, wherein players experience swift changes in fortune
as they advance in linear fashion to the “grand climacteric” year of life (symbolically, age sixty-
249
three in the Cabbalistic tradition).557 The notion of the game’s progress as representational of
movement through the stages of life is confirmed by an Italian sonnet accompanying a highly
ornate version of the game designed around 1650 by engraver and calligrapher Valerio Spada
(1613-1688). As Adrian Seville summarizes, the poem—written by Antonio Malatesti in La
Sfinge, Ennemi and published between 1640-44—describes a pilgrimage by the players as they
“leave by a single gate (the first space) but do not travel together, though they are near each
other. They are driven by the bones in whose eyes is fate (dice). The poem refers to the doubling
when a bird (a goose space) is encountered, and to the perils of wine (the inn), of water (the
well), of incarceration (the prison), of losing the way (the labyrinth) and of lying lifeless (death).
Of the several pilgrims, only one will reach salvation (the winning space).”558 This notion of
moving singularly toward the centre of a circle in the game echoes the movement in unicursal
medieval labyrinth designs, which appeared on floors of churches and in manuscripts as a
meditative exercise designed to promote contemplation of one’s journey through life.559 In the
Game of the Goose the space is segregated, with explicit meaning attached to specific sections
and roll of the dice, but the space—with its movement through real-world settings toward the
afterlife—retains a similar focus on reflecting upon the progress of the soul.
In addition to the meaningful sections on the board, the spiral shape of the track is also
frequently depicted with imagery that would have been familiar to players, for many of the
557
Adrian Seville, “Tradition and Variation in the Game of the Goose,” Giochi dell’Oca, accessed June
12, 2015, http://www.giochidelloca.it/dettaglio_storia.php?id=35.
558
Phillippa Plock and Adrian Seville, “The Rothschild Collection of printed board games at Waddesdon
Manor,” Proceedings of the XIIIth Bard Game Studies Colloquium, Paris, April 14-17, 2010, Board
Game Studies (2012): 98-100.
559
While medieval labyrinths were not considered games, one manuscript (Cambridge, Trinity College,
MS O.2.45) pairs a labyrinth with other game material at the beginning of the manuscript. See Chapter 2
for a detailed discussion of this labyrinth and its textual context in the manuscript.
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earliest games display recognizable architectural and environmental elements in the design of the
board. The game board in Figure 4.3, for instance, displays a series of architectural columns
bordering the circular track, becoming in effect a path through a long, winding corridor. A large
goose sits in the centre, awaiting the victor of the game. Other early game boards closely copied
this architectural aesthetic. The board designed by Italian Altiero Gatti in 1588, for instance,
depicts various monkey figures around a columned track leading to the middle of the board
where two monkeys are etched playing a lyre and bagpipes in the company of a ring of merry
monkey dancers.560 Another Italian game board designed by Pergio Ambrosio of Milan in ca.
1625 swaps columns for statues of lions, mermaids, and human figures, leading to a scene in the
middle of the board where two hunters with spears trap a bewildered ostrich.561 Other engravers
and illustrators adorned the outer edges of the game board with mythological figures or scenes of
life—a visual development also found on the edges of early modern maps.
Even in the early popularity of the Game of the Goose, experimentation with the
aesthetics and rules of the board was not uncommon, and designers occasionally modified the
spiral track to explore other means of representation and outcome. Spada, on his game board
(mentioned above), etches intricate, ornate scenes of everyday life, which reflect aristocratic and
court culture. Similarly, an Italian game board designed by Dal Buono Floriano between 1630-
1647, called Nuovo Gioco dell’Honore [The New Game of Honour], departs from the circular
track and iconic imagery in the original game by depicting his game board as a leisurely
promenade through a garden. As players move along the linear path, they come across various
560
Altiero Gatti, Novo (Il) Bello et Piacevole Gioco della Scimia [The New Beautiful and Enjoyable
Game of Apes], 1588. London, British Museum.
561
Pergio Ambrosio, Bello (Il) et Dilettevole Giuoco dell'Oca [The Beautiful and Delectable Game of the
Goose], Milan, c. 1625.
251
characters representing desirable traits such as patience (which enables players to advance
further along the path) and undesirable traits such as envy (which causes players to move
backward a numbers of squares). The last space opens up to a court representing the most
significant trait of all—honour—which sits at the top of the board and towers above the rest.
Like the Game of the Goose, the game becomes an exercise in contemplating how to live a just
and civil life. Seville notes that such games, which were popular among the Italian aristocracy,
could be “regarded as a moral diversion,” for a dice game that promoted a Christian pilgrimage
was preferable to the numerous gambling dice games played throughout Italy.562
In addition to Nuovo Gioco dell’Honore, early game designers adapted the Game of the
Goose to topics that would have been of interest to players. A Spanish adaption of the Game of
the Goose board designed by Pieter de Jode in Antwerp around c. 1620 makes a connection
between love and gameplay explicit in his name for the game, called “El Juego Real de Cupido,
otramente llamado el Passa Tiempo de Amor” [The Royal Game of Cupid, otherwise called the
Pastime of Love], and in his illustration of the board, where the spiral board resembles a coiled
snake wearing a crown. Players move around the snake-track by landing on medallions depicting
scenes of love, which lead to a fictional garden of love in the centre featuring couples dressed in
contemporary Flemish fashion. As de Jode explains: “It is to be noted that this game is
represented in the shape of a snake, because Love guised as a snake sneaks into the heart of those
who possess it, and poisons them with its venom, and for several other attractive reasons, which
the lack of space on this piece of paper does not allow to explain here.”563 In lieu of geese, de
Jode places nine cupids on the board at every seventh square, noting that “this game is composed
Plock, “The Rothschild Collection,” 100.
562
563
Pieter de Jode, El Juego Real de Cupido, otramente llamado el Passa Tiempo de Amor [The Royal
Game of Cupid, otherwise called the Pastime of Love], Belgium, c.1620. London, British Library.
252
of the number seven multiplied nine times, of which the product gives sixty-three because Love
is pleased by this number, being very perfect.”564 A player landing on a cupid must throw the
dice and move forward until he or she lands on a space without a cupid. While the imagery and
rules remain close to the original Game of the Goose, de Jode modifies the numeric and visual
symbolism to correspond to the images of love. The bridge, for instance, becomes “la Puente del
Amor” [the Bridge of Love]; the inn transforms into a throne of love; and the prison becomes a
banquet, where players are held back from advancing due to the festivities. In addition to the
rules in the original game, de Jode also adds numerological significance to the number seven (as
the ‘perfect’ number) which he explains in the bottom-right of the board: the number seven is
“favourable and privileged in this game, so the one who throws it, and reaches the throne, the
well, the banquet, the labyrinth, the forest, or the tomb, shall pay nothing, shall not stay there nor
go back, but shall only double his number until he is in a safe space.”565 De Jode’s snake design
became a widely popular adaptation of the game, with extant versions found elsewhere in the
Netherlands and France.566 Claes Jansz Visscher’s version of De Jode’s game, published between
1625-40 in Amsterdam, was copied and reissued until the nineteenth century, and had also
become a popular pastime in England by the late seventeenth century, clearly resonating with its
audiences throughout Europe.567
564
Ibid.
565
Ibid.
566
Marjolein Leesberg notes that the game became popular in the northern Netherlands because it
intersected well with the lives and interests of urban upper class youth. In 1640, Charles Petit translated
and republished the game in Paris, France. “El Juego Real de Cupido: a Spanish board game published in
Antwerp, c. 1620,” Delineavit et Sculpsit 39 (2015): 23-43.
567
Visscher’s version was more economical: he omits any irrelevant visual elements on the board and de
Jode’s lengthy explanations of numerological significance in favour of laying out the game’s rules. He
also alters the central image; in lieu of elegant couples clad in Flemish garb, Visscher depicts a peasant
couple dancing to music performed by a Cupid on kitchen tools. Visscher calls his game “Den boertigen
253
Depictions of love were common aesthetic elements for the game’s variants—as it could
reflect aspects of the fin’ amors tradition—but the game also became a prime candidate for
emulating travel across a landscape. In an anonymous board designed between 1550-1600, a
designer adapted the board to seventy-six squares, each containing a different image and
description. By displaying the imagery in each square relationally to one another, the game board
simulates a journey through a mapped landscape—of countryside, sea, and villages—where
players encounter different situations, including a pair of rabbits, soldiers at war, and kegs of
alcohol. Players landing on the fifth square, for instance, meet a barbarian and are prompted to
advance to the twenty-first square where a pilgrim directs them to a hospital on square twenty-
seven (showing a nurse administering care to a row of bed-ridden patients). The designer of a
version called “Nuovo et Piaccevole Gioco detto il Barone” [The Baron’s New and Pleasant
Game], develops the mechanics of forward and backwards motion found in the original game by
adding new boons and penalties to a number of the squares. He maintains most of the original
setting from the Game of the Goose, including the bridge (square 6), well (square 39), and maze
(square 44). However, death is no longer the final destination (square seventy-three); rather, the
game ends with a final encounter with “Capitano di Baroni” [Captain Baron], a rustic military
figure who stands to greet the victor in the middle of the board. Here the game beckons its
players to venture into a space that portrays recognizable images, but is in itself an imaginary
place. Through emergent play, as players move from place to place on the game board, a series
of events is strung together to form the rudiments of a narrative. How the winner’s avatar meets
the baron at the end is still wholly determined by the roll of the dice, but the board serves to
Hoff van Cupido” [The Peasant Garden of Love]. Such subversion of the court of love was popular
among the Dutch aristocrats and merchants to which Visscher had aimed to market the game.
254
embellish this journey as one of peril and delight as players navigate nimbly and progressively
through the countryside. These iconic pictorial elements—which ranged from farmland and
exotic places to fantastic gardens and mythography—are not cartographical in themselves, but
they nevertheless anchor “coordinates of fiction to the geohistorical world of reference”—
markers and waypoints that, together, craft a coherent sense of place.568 Early modern game
designers, publishers, and engravers thus exemplified the meaning of the game—whether it was
a reflection of life’s journey, a game of love, or a military expedition— by capturing a player’s
movement through these visualized, recognizable places (hills, fields, bridges, gardens,
hospitals).
While the sundry variants of the early modern Game of the Goose are too numerous to
describe in full here, the few examples I have discussed demonstrate that the game board could
be easily manipulated and modified to reflect different settings and rules, creating proto-themed
games that appealed to aristocratic audiences as a pleasurable, and potentially lucrative, pastime.
As historian Guillaume Janneau waxes poetically, the Game of the Goose embodies the spirit of
creativity, for it is a game that reflects:
une image de la vie que ce cheminement obstiné, hérissé d’obstacles et de dangers, coupé
d’accidents et de coups de fortune, avec des retours en arrière, des chutes, des
délivrances, des recommencements, et cette leçon de persévérance et meme de
resignation . . . L’émouvante présence d’un esprit, d’un auteur et d’un exécutant, s’y
inscrit avec force. Elles n’ont rien d’une production industrielle et mécanique—du moins
568
Derek Shilling, “On and Off the Map: Literary Narrative as Critique of Cartographic Reason,” in
Literary Cartographies: Spatiality, Representation, Narrative, ed. Robert T. Tally, jr. (New York:
Palgrave, 2014): 215.
255
les anciennes. Elles ne sont pas les répétitions sempiternelles de modèles antérieurs.
Chaque jeu nouveau est positivement une création.
[a picture of life that stubborn path, strewn with obstacles and dangers, cut accidents and
strokes of fortune, with flashbacks, falls, rescues, new beginnings, and this lesson in
perseverance and even resignation . . . The moving presence of a spirit, a writer and a
performer, registered it with force. They have nothing of an industrial and mechanical
production—at least the old ones. They are not the endless repetitions of previous
models. Each new game is a positive creation].569
Whereas medieval board games remained largely identical in their design and manufacture (any
aesthetic embellishments around the board were meaningless to the actual gameplay), the Game
of the Goose becomes a means of imagination and design, a novel entertainment that appealed to
players in its capacity to reflect and simulate life, love, and virtue within the game itself. The
casual encounters with barbarians and barons, to ‘happen upon’ them by chance (and to win the
pot by chance), supersedes the strategic thinking found in medieval board games like chess or
backgammon. Designers could realize their own amusing interpretations, creating new
experiences for the literate aristocratic and merchant classes who could afford such
entertainments. The game reached England by at least June 1597, when John Wolfe, Printer to
the City of London, registered a printed sheet at the Stationer’s Hall under the title The newe and
most pleasant Game of the Goose. English game designers, illustrators, and engravers remained
largely faithful to the original Italian version of the game and would not start experimenting with
Guillaume Janneau, Preface to Le Noble Jeu de l’oie en France, de 1640 à 1950, edited by Henry-
569
René (Paris: Gründ, 1950). The translation is my own.
256
themed versions until at least the mid-eighteenth century.570 Nevertheless, the flexibility and
modularity found on the early boards of the Game of the Goose opened up other games to new
modes of representation, which in turn paved the way for creating and depicting imaginary
worlds.
The fondness for the game in France by printers, illustrators, and engravers took a
different tack to that of their English counterparts. While the earliest printing of the Game of the
Goose in France, published as a woodblock by Benoist Rigaud between 1597-1601 in Lyons,
remained, for the most part, true to the original Italian version, French engravers were among the
first designers to depart from the original template altogether.571 If early designers of the Game
of the Goose displayed a penchant for intermingling the movement of gamespaces with real-
world imagery and familiar topics and settings, it was French game designers who took this
development one step further, intermingling geography and the Game of the Goose more fully in
order to create what we could deem the first themed games. These geographical board games
were initially devised as pedagogical games that could supplement an aristocratic student’s
education. The earliest extant instance of this intermingling occurs in geographer Pierre Duval’s
map game Le Jeu du Monde [Game of the World] (1645, Figure 4.4).572
570
For a discussion of The Game of the Goose in England, see Adrian Seville and John Spear, “The Game
of the Goose in England — a Tradition Lost,” The Ephemerist 151 (2010): 8-14.
571
Rigaud’s woodblock printing, now housed at the Herzog-August Library, Wolfenbüttel, displays the
typical French variant of the game: the labyrinth mechanics are changed (causing players to return to
square 30 rather than 39), the squares without any special significance are left unmarked, the board is
unadorned and sparse, and the game still represents a metaphor for life (with geese symbolizing fortune).
For more information about this particular variant, see: Plock, “The Rothschild Collection” 97; Thierry
Depaulis, “Sur la piste du jeu de l’oie,” Le Vieux Papier 346 (1997): 563-65; and Manfred Zollinger,
“Zwei unbekannte Regeln des Gänsespiels,” Board Game Studies 6 (2003): 61-84.
572
Pierre Duval, Jeu du Monde [the Game of the World], Paris: Mariette, 1645. London, British Museum.
257
Figure 4.4: Pierre Duval, Le Jeu du Monde, Paris, 1645
Published by Mariette, Le Jeu du Monde closely resembles the spiral track of the Game of the
Goose, encompassing sixty-three circles each displaying maps that represent a different county
in microcosm. But that is where the similarities with the original game end. In his efforts to focus
on educating his players, Duval omits any boons or penalties from landing on specific spaces;
rather, two to six players take turns rolling two dice and moving their differently coloured
markers around the path. When a player lands on a given space, he or she must recall the name
of the country and recount it to the other players. If a player moves onto the space of another,
they switch places, creating an ebb and flow of movement on the otherwise linear board. The
258
track is divided by the four regions of the world (America, Africa, Asia, and Europe), each of
which is presented as a mini-map in the four corners of the board. The path begins on the furthest
regions of the known world with the “Monde Polaire” [Polar World], then moves to fourteen
locales in North and South America, including “Canada-Nouvelle” [New Canada], “Virginie”
[Virginia], and “Perov” [Peru].573 From there, players move through fifteen African countries,
fifteen countries in Asia, and seventeen countries in Europe until the winning player reaches
France, the final circle in the middle—and largest space on the board. Such a position
unabashedly highlights France as the centre of the world in terms of power and influence, and
the selected regions and countries surrounding France serve to illuminate France’s imperial
status in terms of territory, exploration, and conquest. Imagining the world becomes an exercise
in spatialization; “ideas and texts,” writes D. K. Smith, become “subject to the same rules of
organization and control that shape the understanding of the landscape.”574 Seville points out that
Duval strove to preserve the Cabbalist number sixty-three as the winning space for a number of
his games, perhaps as a way of maintaining ties to the original game;575 just as the Game of the
Goose moves through stages of life until someone reaches the “climacteric age,” Le Jeu du
Monde enables players to move through the world before reaching what Duval perceived as the
greatest place of all: France. In Le Jeu du Monde, France becomes a stabilizing, permanent visual
reference within an orderly game, a singular force that informs the entire playful experience.
Players are ever mindful of its place of importance on the board as the final destination as well as
573
Pierre Duval, Jeu du Monde, London, 1634. British Museum. All translations of Duval’s geographical
games are my own. Notably, California is mapped as an island and Australia is not featured at all.
574
Smith, The Cartographic Imagination, 11.
575
Adrian Seville, “The Geographical Jeux de l’Oie of Europe,” Belgeo 3-4 (2008): 430.
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its ability to link to other locales near and far—a testament to France’s power to influence the
most remote regions of the world.
While the board’s cartographical representation leans toward a scientific, geometric
method of charting geographical places, the linear, mathematical movement from the outer
reaches toward the perceived centre of European power situates players as figurative French
explorers traversing the known world. In his exploration of the ways in which maps inspire the
imaginary through their depictions of power and space, historian Christian Jacob notes how any
“map bearing slightly lively colors and dotted with a few suggestive vignettes can strike the
imagination: the geographical information imparted by the document and what it tells about
remote areas are entirely blurred through the analogical vagaries of the imagination, the
projection of dreams, desires, and reminisces of readings.”576 In Le Jeu du Monde, Duval has
created a space at once pictorial and cartographical; movement around the board, constrained by
the singular path and roll of the dice, nevertheless simulates navigation through world. As
Monica Matei-Chesnoiu notes, “early modern notions of space, geography, and nationhood were
shaped by the variety of texts existing at the time, which integrated—truthfully and honestly—
the facts and fantasies about other nations.”577 A player’s gaze enables them to view the world-
in-miniature, and the game essentially becomes a narrative space to explore current
cartographical knowledge and limitations, boundaries and nation-building initiatives.
Appointed as Géographe Ordinaire du Roi in 1650 alongside his uncle and mentor
cartographer Nicolas Sanson (1600-1667), Duval fashioned a number of other educational maps
and games that pushed the boundaries of game design in order to teach players about the world.
576
Christian Jacob, The Sovereign Map: Theoretical Approaches in Cartography throughout History
(Chicago: University of Chicago Press, 2005), 328.
577
Matei-Chesnoiu, Re-Imagining Western European Geography, 8.
260
Using his template for Le Jeu du Monde, Duval crafted at least three other geographical games,
including the Jeu de France [Game of France] (1659), the Jeu des Francois et des Espangols
pour la paix [Game of the French and the Spanish for Peace] (1660), and the Princes de l’Europe
[Princes of Europe] (1662).578 In the Jeu de France, published by Etienne Vouillement, Duval
shifts his sights from depicting the wider world to exclusively representing France on a game
board.579 In place of countries, he places maps of provinces in sixty-two circles around a spiral
track, each featuring their respective cities, villages, rivers, mountains, and other topographical
features. The track begins in Picardy and moves linearly to the centre of the board—a final sixty-
third circle featuring a map of France and its provinces. As a further development from the Jeu
du Monde, Duval ascribes special rules to certain spaces that occasionally reflect the culture of a
given province, though these spaces differ from those occurring in the Game of the Goose.
Players landing on Normandy (the sixth circle) must shout the Norman battle cry ‘Ha-Rou’ in
order to call Raoul, the first Duke of the Country, to their aid and receive an agreed-upon stake
from each other player. Other players landing at Touraine (circle twenty-three) lose two turns
while they stroll around the beautiful avenues of Tours and enjoy fine dining. Poictou (circle
twenty-five) diverts the player with hunting for two turns and Limosin (circle forty-nine)
requires the player to buy horses at the fair of Chalus and pay a price to the game pool rather
than the merchant. These special rules move beyond the simplistic advantages and disadvantages
of the Game of the Goose; in addition to highlighting various cultural features of the region,
these additional rules provide players with rich narrative moments that invite imaginative
578
Duval also designed a board game based on the French heraldry, called Jeu du Blason [Game of the
Coat of Arms] (1662).
579
Adrian Seville provides an overview of the game in “Le Jeu de France — Pierre Duval’s Map Game,”
International Map Collectors Circle Newsletter 21 (2005): 24-26.
261
scenarios into gameplay. Landing in Provence (circle fifty-eight), for instance, causes the player
to embark on a ship from Marseilles with the intention of heading to Italy, but he or she will
instead be taken to the Corsairs of Algiers and must pay a ransom to continue playing the game.
As with literary geographies, wherein authors populate a story with references to places, here the
players themselves become the characters immersed in the story; “the world,” in the words of
Derek Shilling, “begins to coalesce alongside and around” them.580
Duval also adapts this game structure in the Princes de l’Europe. In place of provinces,
Duval places sixty-three European countries and locales, with a map of Europe in the middle.
Like his other games, this game is played for a stake which is agreed upon beforehand and
placed in the middle of the board. The first player to land on France, the sixty-third circle, wins
the game and the stake, including any additional lots, fines, payments, and contributions tossed
into the pot. Maps of each country focus on key topographical features (mountains, hills, forests,
rivers, and other bodies of water) and players must name the countries upon which they land as
well as the names of the major towns and cities. Certain countries and places also have special
rules that, in the words of Seville, “provide lessons in international relationships and perceptions
of the period.”581 A player landing in Sicily (circle twenty-two), for instance, is shipwrecked at
the lighthouse of Messina, where the trials of Scylla and Charybdis took place, and must pay a
fee to the pot. A number of rules are reminiscent of those found in the Game of the Goose but are
adapted to the game. “Little Tartarie” (circle fifty-seven) bears close resemblance to the “death”
square; an unwitting player landing on “Little Tartarie” pays a ransom to the pot in order to
remain free of enslavement in Constantinople and then goes immediately to Spain (the first
580
Shilling, “On and Off the Map,” 215.
581
Seville, “The Geographical Jeux de l’Oie,” 431.
262
circle) to begin the game again. Current events are also represented in the game. A player
landing on Holland (circle six) must sail from Flushing to Dover, England in order to help with
the marriage ceremony between the King of Great Britain and the Princess of Portugal—a
description that refers to the marriage of Charles II of England and Catherine of Braganza on 23
April, 1662. In both the Jeu de France and Princes de l’Europe, it is not so much that their
narrative scenarios are “mappable” (as in literary geography),582 but rather that the world is re-
imagined as a game through the use of maps and their corresponding portrayals of real locales.
Duval’s mimesis of local and exotic regions on the game board does not depart significantly
from what literary geographers would call the “zero-world” (the actual world), for he aims to
reproduce up-to-date geographical and historical information about these places for his students.
Yet, much like Bowes’s snapshot depictions of English counties, Duval’s deliberate selection of
key cultural moments and topographical features nevertheless aim to promote a sense of
patriotism and nationhood among his players. As Franco Moretti writes in Graphs, Maps, Trees,
“You choose a unit—walks, lawsuits, luxury goods, whatever—find its occurrences, place them
in space . . . or in other words: you reduce the text to a few elements, and abstract them from the
narrative flow, and construct a new, artificial object.”583 While Moretti is concerned with
mapping literary worlds in the stories of eighteenth- and nineteenth-century England, France, and
Germany, this reduction of elements to their location is illustrated most vividly on the game
board: it “rearranges [a place’s] components in a non-trivial way, and may bring some hidden
patterns to surface” through its visual aesthetics and the players’ movements to various places
582
Barbara Piatti and Lorenz Hurni, “Mapping the Ontologically Unreal: Counterfactual Spaces in
Literature and Cartography,” The Cartographic Journal 46.4 (2009): 333-342.
583
Moretti, Franco. Graphs, Maps, Trees: Abstract Model for Literary History (New York: Verso, 2005),
53.
263
around the board.584 Duval’s maps and descriptions are not simply a backdrop for a given
narrative; here, the map is the game. Moreover, players who are familiar with various areas can
compare their own experiences to those written by Duval, thereby creating a richer mental image
of the world and their place within it. In doing so, players are not only able to view, learn, and
assess significant boundaries, provinces, and places, but also participate in the cultural
occurrences devised by the game.
Herein lies a notable difference between settings mapped out in literature and those
defined by the rules and structures of a tabletop game. For Duval’s games, places collectively
drive the content, the rules, the theme—though remnants of the Games of the Goose linger in
their appearance and arrangement. This mode of representation can also be found in his third
game, Jeu des Francois et des Espangols pour la paix, which factors other pertinent information
into the mechanics and aesthetics of the game (Figure 4.5).
584
Moretti, Graphs, Maps, Trees, 54.
264
Figure 4.5: Pierre Duval, Jeu des Francois et des Espangols pour la paix, Paris, 1660.
Duval preserves the counterclockwise spiral track but significantly reduces the number of circles
from the Cabbalistic number sixty-three to twenty-six, which each reflect a year of military
conflict between France and Spain during the Franco-Spanish War (1635-1659), a war which
was born out of the multinational Thirty Years’ War (1618-1648). Similar to his other games,
Duval illustrates the war geographically on the game board: the left side of each circle represents
gains made by the French, while the right side displays gains made by the Spaniards. Played with
two to four players for a stake, the Jeu des Francois et des Espangols ends when a player lands
265
on exactly the year 1660 (circle twenty-six), the year of the game’s publication and, more
importantly, the year after the two nations signed the Treaty of the Pyreness on 5 November
1559, which formed a declaration of peace between the two countries. In this game, Duval
moves beyond brief cultural moments and topographical highlights to craft the first known game
that blends realism, historical knowledge, and geography. In addition to the maps of regions
conquered by the French or Spaniards, Duval also includes descriptions of events that transpired
on each side. On the first circle (year 1635), for instance, Duval writes, “Les François gagnent la
bataille d'Aucin prez Namur Forest des Ardennes - Les Espagnols surprennent le fort de Schenk,
ils prennent Frankendal, ils secourent Valence en Italie” [The French win the battle d’Aucin near
the Namur Forest of Ardennes—The Spaniards surprise Fort Shenk, take Frankendal, and secure
Valence in Italy].585 He also includes special rules for certain years, which loosely follow the
mechanics adapted from the Game of the Goose. For the ninth circle, Duval remarks, “En 1643
la premiere Année du Regne de nostre Roy on s'avancera en 1658 pour servir a la Glorieuse
conqueste des villes de Flandre” [From 1643, the first year of the King, we advance to 1658 to
serve in the glorious conquest of the cities of Flanders]. He also preserves the “death square”:
any unlucky player landing on circle twenty-two must pay an agreed-upon ransom to the pot and
return to the beginning of the game. Rooted in real-world conflict, Jeu des Francois et des
Espangols pour la paix demonstrates a progression from the abstract Game of the Goose rules
and its philosophies of life toward an emphasis on warfare and politics that would have been
critical knowledge for his students. By gamifying topics that were already taught in schools—
geography, history, war, and heraldry—these games participate visually and structurally in the
585
Pierre Duval, Jeu des Francois et des Espangols pour la paix [Game of the French and the Spanish for
Peace], Paris, 1660.
266
process of nation-building for a new generation of citizens; through their use of maps and
textuality, Duval’s games celebrate France’s victories in exploration, trade, conquest, and
military conflict.
It is perhaps unsurprising that the first geographical game boards bear a striking
resemblance to early modern maps, for many of the game designers and publishers were also
geographers, cartographers, and engravers who were concerned with the physical representation
of space. A number of the maps found in Dutch cartographer Joan Blaeu’s (1596-1673) 600-map
Grand Atlas, for instance, feature medallions and squares filled with mini-maps of cities, zodiac
signs, indigenous peoples, and significant monuments and buildings that border the main map at
the centre of the page.586 Blaeu’s decorative edges work in tandem with the map to offer both a
delightful and informative experience for his readers. For geographical games, the players’
experience becomes an extension of the board’s affordance as they move through its referential
spaces and figurative ideologies. In 1662, the same year Duval published the Jeu des Princes de
l’Europe and the Jeu du Blason, a game called Le Jeu des Nations principales de la Terre
Universelle [The Game of Principal Nations around the World] was published in Paris.
Presenting a cross-pollination between educational playing cards of the period and Duval’s
geographical board games, the anonymous game designer takes instead a proto-anthropological
view of the world; in lieu of maps, he features a different nation in each game space with a
description of its people. Like Duval, this designer begins on the outer regions of the world
(starting in America) and moves toward France, the politically powerful centre. Two images of
the world including lines of longitude and latitude in addition to the outline of continents appear
586
Short, The World Through Maps. 130-31.Notably, Blaeu’s Grand Atlas (also entitled Atlas Major) was
the largest atlas ever produced.
267
in the centre of the board. In 1675, Charles-François-Henry Desmartins, Engineer of the King
and Commissioner of War, creates what he considers to be a “new” and updated Nouveau Jeu de
Geographie des Nations [New Game of Geography of Nations], which features a circular map of
France in the middle of the board surrounded by smaller circular maps of Denmark, Sweden,
Switzerland, Italy, Spain, England, and Holland.587 In 1682 during the reign of Louis XIV,
cartographer and engineer François Andréossy crafts the game Le Jeu du Canal Royal based on
his instrumental work on the completion of the Canal Royal en Languedoc [Royal Canal in
Languedoc]. This canal was later named the Canal de las Doas Mars and Canal du Midi since
the 241 kilometre (150 miles) canal stretched across the length of Southern France from the
Garonne River at the Atlantic Ocean to the Étang de Thau near the Mediterranean. Inspired by
the geographical games based on the Game of the Goose, Andréossy notes in the preface that he
aims to create a similar game that will teach all the names of the locations and locks along the
canal so that is it commemorated as a significant achievement in French technological history.588
That Andréossy chose the medium of ‘game’ to relay the development of the Royal Canal
to his audience is telling in a game’s import as a mnemonic, playful, and pedagogical tool. For
these designers, games had the capacity to embody a different understanding of the world—
ideologies, politics, and agendas might be instilled in a player or inscribed onto a space. As
Eugen Fink remarks, “every re-simulated world is an imagined world through and through, when
the imagination would not be fully productive and would assume the existing world. This
assumption changes the whole tenor of the world, which then departs from the original
587
Charles-François-Henry Desmartins, Nouveau Jeu de Geographie des Nations [New Game of
Geography of Nations], engraved by Pierre Brissart, Paris, 1675. Waddesdon, the Rothschild Collection.
588
The middle of the board also includes a map of the various waterways and towns along the canal, and a
number of the game spaces feature detailed images of locks, bridges, and passes. The Royal Canal is
among the oldest canals in Europe still in use today.
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temporality to enter a time of the world of imagination.”589 In these early board games,
geographic thought is embedded into a new notion of space—a Huizingian ‘magic circle’ as
portrayed through gameplay—and functions to help players navigate their own ideas of
patriotism, nationhood, international affairs, and their place in the world.
In addition to the depiction of macro-space in geographical games (e.g., the world),
designers also represented particular places on the game board. In 1685, for instance,
cartographer Jean-Baptise Crépy designs his first of many games, called L’éscole des Plaideurs
[Game of the College of Litigants], which takes place at a school (represented by the linear,
circular track).590 Moreover, many early board game designers like Duval were mainly
concerned with educating students, but these games are, of course, more than just a matter of
representation; the game’s modus operandi as a model for depicting space, society, and culture
has intrinsic value as a plaything, for both its materiality and abstraction can create an experience
that is greater than the sum of its parts. “What is the contribution of the map [to a game]?” asks
Christian Jacob in his study of imaginary maps; it “energizes and channels the imagination and
daydreams by aiming them at fixed points, by imposing a direction, a general orientation, and by
introducing a narrative dimension: the itinerary, the destination to be reached, the obstacles to be
met, the traps to be avoided, and the possibility of encounter and interference of different
actors.”591 In these instances—in these moments of play—cultural production is expressed
through the act of playing through the map as much as it is represented on the map-board itself.
589
Eugen Fink, De la phénoménologie, trans. Didier Frank (Paris: Minuit, 1974), 62.
590
Jean-Baptise Crépy, L’éscole des Plaideurs [Game of the College of Litigants], Paris, 1685. Crépy’s
later games, which gained popularity in the eighteenth century, also include military games, geographical
games, and games specifically targeted at children.
591
Jacob, The Sovereign Map, 332.
269
Only one winner is declared—only one may reach Duval’s France—but all players participate in
this imaginary narrative.
The geographical games of eighteenth-century England move even further beyond the
original Game of the Goose template by shifting their mode of design to accentuate place as the
principal characteristic of the game’s overall design; themes are no longer solely manipulated to
fit within a familiar pattern (the spiral track), but rather developed through projective drawings
and depictions of their worlds. In both John Jeffreys’s A Journey through Europe (1759) and
John Wallis’s Tour through England and Wales (1796, Figure 4.6), the world itself takes
precedence visually as a means of creativity and narrative, an active map that, in the words of
Jacob, “opens the path to the imagination of being moved into another world: graphic space
becomes a living space by means of proxy and fantasy.”592
592
Ibid., 333.
270
Figure 4.6: Tour through England and Wales (London: John Wallis, 1796), my
personal collection.
In place of pictograms around a linear board, the game designers set the course of the track
around a map of Europe and England, respectively, with scenarios keyed to specific locales.
Earlier games like Dal Buono Floriano’s Nuovo Gioco dell’Honore [The New Game of Honour]
also depart from the Game of the Goose structure, but they nevertheless retain homage to the
game through other means, including rules, symbolic numbers, and number of spaces. In
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Jeffrey’s and Wallis’s games, the map-as-game is fully realized, for the game and its mechanics
are determined by the cartographer’s representation of the land and “project[ed] onto it an
everyday life, an alternative life.”593
The Game of the Goose nevertheless continued to influence the design and production of
board games well into the eighteenth century and beyond, and remained a popular game in its
own right throughout Europe and North America. Later games continued to adapt the Game of
the Goose, such as J. Harris’s Panorama of London (1809), but in a number of early games that
depict imaginary situations in the world, including William Spooner’s A Voyage of Discovery, or
the Five Navigators (1836), Funnyshire Fox Chase (c. 1842, Figure 4.7), and Country Fair or
Rural Sports and Rural Rambles (1854), the setting and geography continue to formulate the
setting, aesthetics, and pathways that guide the movement of the players.
593
Ibid.
272
Figure 4.7: Funnyshire Fox Chase (London: William Spooner, 1842), my personal collection.
How does this development in the cultural history of games relate back to what Mark
Wolf would consider a ‘secondary world’ (worlds that deviate significantly from our own), as
introduced at the beginning of this chapter? One could argue, of course, that any game that
depicts a world, even the real world, is already fantastical in its design and representation. As
Bertrand Westphal observes, “the representation [of the map] fictionalizes the source from which
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it emanates.”594 Early modern geographical games do, as I have shown, create figurative spaces
and narrative moments in their depictions of the world. But how and when did games first come
to represent purely fictional, imagined worlds? Two English games published by Champante and
Whitrow in 1796 are among the first games to exhibit fantastical worlds. In the first game, called
The Magic Ring, players traverse a fairytale realm full of enchantment, monsters, and wizards
(Figure 4.8).
Figure 4.8: The Magic Ring (London: Champante and Whitrow), 1796.
594
Bertrand Westphal, Geocriticism: Real and Fictional Spaces, trans. Robert T. Tally (New York:
Palgrave, 2007), 76.
274
Each medallion along the counter-clockwise track, numbering fifty in total, features a person,
place, or object that corresponds to a specific reward or penalty found on the margins of the
board. Landing on the “hostile fairy” (circle thirteen) “immediately take[s] the comer to No. 24,
the Inn, leaving him there till another guest arrives, or he spins the same number at each go,”
while the “benevolent fairy” (circle thirty-seven) “permits the comer to have two goes more, and
makes him advance double the number of points he spins.”595 Possible places players can visit
include the city gate (circle one), the city (circle eleven), the temple (circle 15), the villa (circle
twenty-one), and the village (circle forty-nine). While the board’s circular layout pays homage to
the Game of the Goose, the characters and places a players encounters in the land of fairy echo
the same type of narrative moments found in the earlier geographical games discussed above.
The rules also reveal a blend of old traditions and new ideas. As in the Game of the Goose, a
player must land exactly in the centre square (“the magic ring”), but here the game designers add
further rules: “the player who enters this symbol instantly sets free all those who are detained on
any of the pictures of the game, so that they may spin on again, each in his turn.” Furthermore, a
player landing on the magic ring must also spin the teetotum (spinner) twice, landing on a one,
two, or three to win the game.596 The image in the centre is also telling of the game’s imaginary
trappings: the “magic ring” dangles from a chain, ostensibly forming a long necklace to which all
previous medallions are attached. Meanwhile, a fully-coloured knight sitting at the centre of the
board, clad in armour with a red cape and plumed helmet, gazes longing at a pastoral landscape
in the distance (possibly in wait for his lady-love).
595
Champante and Whitrow, The Magic Ring (London, 1796).
596
Ibid.
275
Champante and Whitrow’s other game, Combat with a Giant, is perhaps more daring in
its conception. Unlike most other board games of the period, the gambling game was not
structured as a race or card game but rather as a role-playing game; using a deck of forty-eight
cards (the tens are removed), players must be dealt a Court card, which personate men and
women, or an ace, which represents a woman. Each of these cards acts as an avatar, signifying a
player in the game. Once every player has his or her character, they then become either “active
combatants” or “prisoners of war” depending on the sum of their hand. Combatants fight a
giant—a figure featured prominently in the centre of the board—by casting three dice or
spinning a teetotum three times. Successful casts hit the giant and the fighter receives a prize
from the “war-chest” (the game pool). Prisoners of war are held in the giant’s citadel, which is
illustrated in the background of the game board. A roll of seventeen or eighteen wins the game
(that is, an amount from the war-chest): as the rules state, “he who throws this lucky number
[18], whether he be a prisoner or an active combatant, hits the heart of the giant, and
consequently kills him.”597 In both of Champante and Whitrow’s games, the fictional worlds
stem primarily from figures and objects found in fairytales and other stories, and here we see a
return to the ‘medieval’ as a place of imagination, rendered as a plaything for the amusement of
players. As Caroline Goodfellow notes, the “early games stressed learning through play, but this
aspect was gradually dropped in favour of sheer enjoyment of play.”598 The board stands in as an
active, organic space, as The Magic Ring becomes a landscape in which to encounter imaginary
characters and things, and Combat with a Giant proffers a lively battlefield for high stakes.
597
F. R. B. Whitehorse, Table Games of Georgian and Victorian Days (Hertfordshire: Priory Press,
1971), 61.
598
Caroline G. Goodfellow, “The Development of the English Board Game, 1770-1850,” Board Game
Studies 1 (1998): 70.
276
4.5 Conclusion
In many ways, the history of tabletop games reflects the history of maps. The rise of
cartographical thought, of a new orientation with the world, ushered in new notions of space that
were visually depicted on maps and, consequently, game boards. Maps had the power to project
national ideologies through markers and borders, but games furthermore had the capacity to
place players directly into the overarching narratives. While medieval games shared a close
affinity with narrative, the rise of the thematic game placed narratives directly within the games
themselves. With the creation and dissemination of the visualized thematic game board, games
also became more standardized than their medieval predecessors (with their many variants and
assizes). Even chess, a game that garnered a number of regional assizes and preferences in the
Middle Ages, shifted toward a singular rule system after 1474, and its earlier narratives depicted
in chess problems and allegories lost their cultural significance.
As spatial objects of learning and leisure, games open the player to new experiences; the
designer’s rules, the represented world, the movement of the pieces, and the interactions between
players themselves all work together to formulate novel experiences with each playthrough.
Through their ability to represent the imaginary visually on the board, thematic games thereby
enable players to fictionalize and project the self in potential within a wider world—a navigator,
lover, or fighter of giants—set in places like Duval’s world of powerful nations or in fantasy
worlds like Champante and Whitrow’s The Magic Ring. Herein lies the power of thematic
games, and early game designers saw that potential inherent in the game board by striving to use
them as pedagogical tools with which to teach history, geography, virtue, and social mores.
Premodern and modern thematic tabletop games encouraged active participation and immersion
through their explicit use of visuals, characters, mechanics, and rules and, in doing so, created
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stories that intermingle theme and gameplay, fiction and real life. While the 1590 pocket-atlas
themed geographical cards remained a novelty item in Elizabethan England, Bowes’s
combination of geography and game presented England as a unified nation, an intermixing of
play, materialism, and spatiality that had never appeared before—and would not appear again
until Henry le Gras’s production of geographical playing cards in seventeenth-century France.
Representations of the wider world on maps and iconic markers on game objects like boards and
playing cards, coupled with the rise and regulation of domestically-produced games, eventually
gave way to the design of interactive geographical game worlds such as John Wallis’s New
Geographical Game Exhibiting a Tour Through Europe (1794) and Wanderers in the Wilderness
(1818), which were produced for a growing commercial market.
This interactive “mapmindedness”—the desire to playfully engage with the wider
world—continued well into the “Golden Age” of commercial games with titles such as Uncle
Sam’s Mail (1893, Figure 4.9)—in which all “the leading railroad systems and cities in the
United States are shown on the map, and great care has been used by one of the most reliable
map makers in the country to make it accurate in detail.”599
599
“Instructions,” Uncle Sam’s Mail (New York: McLoughlin Brothers, 1893).
278
Figure 4.9: Uncle Sam’s Mail (New York: McLoughlin Brothers, 1893), my personal collection.
Geographical tabletop games remained a staple pedagogical tool for learning about the world and
its inhabitants, but geography was also instrumental in viewing the game board itself as a place
to reflect actual and imaginary spaces. Envisioning the world as a game board, in other words,
was conducive to actually creating imaginary game worlds. Geography was not simply an
addition to early modern games, but rather a catalyst for changing the idea of game altogether.
279
Chapter 5
—
Coda: The Social Value of Medieval Games
In many ways, there has always been a problem with games in society. Huizinga, in his
influential and enduring Homo Ludens attempted to respond to the theoretical appropriation of
play as a biological process by arguing that—far from useless ludic activities—play and game
spaces form the basis for culture in general, from language and poetry to law and art: “It is a
significant function—that is to say, there is some sense to it. In play there is something ‘at play’
which transcends the immediate needs of life and imparts meaning to the action. All play means
something” and “[h]owever we may regard it. The very fact that play has a meaning implies a
non-materialistic quality in the nature of the thing itself.”600 The field of game studies has largely
moved away from Huizinga’s structuralist arguments by recognizing the importance of games as
a semi-bounded form of cultural expression, which has more recently become a main tenet of the
discipline.601 Yet in the many attempts to define ‘games,’ modern game studies scholars have
nevertheless overlooked the necessity of considering the complex cultural history and
development in the idea of ‘game’ itself. As I have demonstrated throughout this dissertation,
medieval games were more malleable in their play and circulation in part because the objects by
which they were designed (e.g., manuscripts) were also thought of differently from our modern
separation of ‘game’ and ‘literature.’ Additionally, medieval audiences often perceived medieval
600
Huizinga, Homo Ludens, 1 (see chap. 1 n. 19).
601
See Chapter 1 for a discussion of the critical responses to Huizinga’s Homo Ludens within game
studies.
280
games from a much broader lens than has previously been considered by medievalists and game
studies scholars. Medieval games also fit into a wide array of activities that were not necessarily
always ludic in nature, ranging from meditation and cognitive exercises to serving a significant
social function among friends.
Nevertheless, the rationale for Huizinga’s study—that is, placing games and play at the
forefront of cultural significance as fundamentally important and rewarding activities—still finds
resistance in academia and the modern public consciousness as moral panic and apprehension
continues to surround the play of games.602 Indeed, despite the growing body of research in
premodern games and game studies which argues that games are cultural objects worthy of
study, a stigma persists in both popular culture and academia that questions (and in many cases
denounces) the validity of games as a form of cultural production. As game studies scholar Jane
McGonigal notes, “[a]lmost all of us are biased against games today—even gamers.”603 As the
popularity of video games rose in the late 1970s, they fell under increased scrutiny among
parents for their potential damaging impact on the thoughts, actions, and behaviours of youth.604
602
See, for instance, Joseph P. Laycock’s illuminating monograph on the public’s anxiety surrounding
role-playing games in Dangerous Games: What the Moral Panic over Role-Playing Games Says About
Play, Religion, and Imagined Worlds (Oakland, CA: The University of California Press, 2015). See also
the essays on aggression, addiction, health, and moral panic in The Video Game Debate: Unravelling the
Physical, Social, and Psychological Effects of Digital Games, edited by Rachel Kowert and Thorsten
Quandt (New York: Routledge, 2016).
603
Jane McGonigal, Reality is Broken: Why Games Make us Better and How they can Change the World
(New York: The Penguin Press, 2011), 19.
604
Released in 1976, Exidy’s video game Death Race was the first video game to trigger moral panic
among the public. See, for instance, R. Blumenthal, “‘Death Race’ game gains favor, but not with the
safety council,” New York Times, December 28, 1976, accessed 22 July 2016,
http://www.proquest.com.ezproxy.lib.utexas.edu; and Carly A. Kocurek, “The Agony and the Exidy: A
History of Video Game Violence and the Legacy of Death Race,” Game Studies 12.1 (2012): n.p.,
accessed 12 August 2016, http://gamestudies.org/1201/articles/carly_kocurek. In the 1980s, media
scholars began studying the effects of games on youth and, notably, many found that early video games
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They have been deemed wasteful, juvenile, and even dangerous—their play an activity best
avoided by productive, responsible citizens. Games are, of course, not the only media
entertainment to be viewed through a critical ethical lens—a constant valuation of their existence
in the world.605 The moral panic over the influence of games continues to rage in the public
consciousness and, as I will demonstrate, is part of a longstanding tradition in Western culture—
from ancient Greece through the Middle Ages—to regulate gameplay for fear of its effects on the
broader social structure. To conclude this dissertation, I will first discuss the history of discontent
toward games before moving to focus on the duality of ‘medieval games’ as significant objects
did not significantly alter the behavior of children, but may have other side-effects such as depression and
lower self-esteem. See: Merle Royse Walker, “The Effect of Video Games and TV/Film Violence on
Subsequent Aggression in Male Adolescents,” PhD diss. (The University of Southern Mississippi, 1984);
Robert P. Bowman and Joseph C. Rotter, “Computer Games: Friend or Foe?,” Elementary School
Guidance and Counseling 18.1 (1983): 25-34; Joseph R. Dominick, “Videogames, Television Violence,
and Aggression in Teenagers,” Journal of Communication 34.2 (1984): 136-47; and Eric A. Egli and
Lawrence S. Meyers, “The role of video game playing in adolescent life: Is there reason to be
concerned?,” Bulletin of the Psychonomic Society 22.4 (1984): 309-12. Nevertheless, games still often
become a scapegoat for violence such as the mass shooting which occurred at Sandy Hook Elementary
School, Newtown on December 14, 2012: Nicole Saidi and Doug Gross, “After Newtown, some shoppers
think twice about violent video games,” CNN, December 20 2012, accessed August 12 2016,
http://www.cnn.com/2012/12/19/tech/gaming-gadgets/violent-video-games-newtown. Despite the panic
surrounding video games after the shooting in Newtown, the state’s attorney general did not mention
video games in his speculation about the shooter’s motive. Further investigation revealed that while the
shooter may have played violent games, his chief game obsession was Dance Dance Revolution (Konami,
1998-2016)—a decidedly non-violent dance game.
605
Crossword puzzles, comic books, film, and television have all been condemned by the public,
especially early in their adoption among consumers. Influenced by the condemnation of crossword
puzzles in newspapers in the 1930s, Frances Payne funded studies to address societal concerns about the
dangerous effects of motion pictures on adolescent audiences, see: W. W. Charters, ed., Motion Pictures
and the Social Attitudes of Children: A Payne Fund Study (New York: MacMillan & Company), 1933.
Similar studies were conducted by scholars in the 1950s concerning comic books, see: F. Wertham,
Seduction of the Innocent (New York: Reinhart, 1954).
282
of cultural expression in society as games played in the Middle Ages and modern digital games
with medieval themes.
5.1 Games and their Discontents
The media has remained outspoken on the goodness or badness of games, whether
praising their ability to increase cognitive ability, teach important workplace skills, educate, and
relax or, conversely, to condemn games as addictive, juvenile, violent, and, ultimately, a waste of
time. Neuroscientists, psychologists and scholars of new media and literature have similarly long
debated the potentials and pitfalls of gaming and their effect on culture. But the question I
continually return to is not whether games are necessarily good or bad, but rather why we ask
this question in the first place.
One ready answer might be that games grant us agency to act even as they create
imaginary worlds for us to play in, and that agency has consequences whether it is enacted
within a safe space on a game board surrounded by friends or gambling for high stakes at a craps
table in Las Vegas. Games are viewed under an ethical lens because they are ethical objects that
are uniquely suited to enable players to actively explore moral tensions. Games also reflect
certain moral ideologies about the world; their thingness is the embodiment of their own code of
ethics that is rendered through aesthetics and formalized rules. Unlike unstructured, freeform
play, which both humans and animals enjoy, games have identifiable guidelines within a
contained system. They require varying degrees of abstract thought, cognitive representation,
skill, and imagination, as well as an understanding of rules—traits that, taken together, are found
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within diverse human cultures around the world since at least 3000BC.606 Games encourage
choice and, from a medieval standpoint, garner a reputation as a pleasurable or sinful object—
especially games that include an element of chance to decide one’s fate. Medieval players,
authors, and readers, as we shall see, viewed games as complex spaces, particularities, and
possibilities—spaces that tested one’s moral character and therefore needed to be contained and
controlled.
From a philosophical standpoint, scholars and critics often attribute this tension between
play (which includes games) and society to the rise of industrialism and Marxism. As Lawrence
Hinman notes, “work became increasingly alienated, [so] the activity of play also became
alienated . . . Insofar as we take the experience of work in our own society (i.e., the experience of
alienated labor) as the equivalent to the experience of what work must be, we are led to a false
notion of play and leisure.”607 Josef Pieper further sharpens this dichotomy between work and
play in his influential 1961 book, Leisure: The Basis of Culture, arguing that work and play are
two completely separate human activities, and that labour satisfies basic human needs through
extrinsic reward while leisure does not (a concept that has now been widely discounted among
psychologists, sociologists, and other scholars).608 One need not look far to see that this
distinction is troubling, not only in the trivialization of play, but also in its narrow view of work.
As psychologist Stuart Brown notes, “the opposite of play is not work—the opposite of play is
606
The earliest extant board game pieces were recently found in a 5000-year-old burial at Başur Höyük, a
820- by 492-foot mound near Siirt in southeast Turkey: Rossella Lorenzi, “Oldest Gaming Tokens Found
in Turkey,” Seeker, August 14 2013, accessed 12 August 2016, http://www.seeker.com/oldest-gaming-
tokens-found-in-turkey-1767702348.html.
607
Lawrence H. Hinman, “On Work and Play: Overcoming a Dichotomy,” Man and World 8 (1975): 337.
608
Josef Pieper, Leisure: The Basis of Culture, trans. Alexander Dru (New York: The New American
Library, 1963).
284
depression.”609 The lines between work and play in the digital age have become increasingly
blurred and porous, and these materialist and structuralist modes of inquiry are clearly outdated,
yet we see remnants of this philosophical argument in current discussions of play and game such
as when historian Scott Eberle defines play as “purposeless” in his 2014 article “The Elements of
Play.”610 Even in the Middle Ages, where one’s daily activities were perhaps more often
regulated, work and play could still be mutually supportive, such as when gentry children learned
chess to reflect their status and upbringing among other houses and at court or a bored scribe
practiced fanciful letters in the margins of a manuscript.611
This tension between play and society stretches back much farther to at least Plato and
Aristotle. Both philosophers, as Armand D’Angour writes, “were conscious of a moral ambiguity
in the concept of play: on the one hand, play seemed to imbue the norms of serious cultural
activity; on the other, it suggests something intrinsically unserious and childlike.”612 Indeed, the
ancient Greek word for ‘child’ (paides) is intrinsically related to the word ‘play’ (paidia)—the
word sociologist Roger Caillois defines as “an almost indivisible principle, common to diversion,
turbulence, free improvisation, and carefree gaiety” or “uncontrolled fantasy” to contrast with the
controlled play of ludus.613 Plato also views paidia as chaotic, anarchic spontaneity, but, rather
609
Stuart Brown, Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (New
York: Penguin, 2010), 126.
610
Scott G. Eberle, “The Elements of Play: Toward a Philosophy and Definition of Play,” American
Journal of Play 6.2 (2014): 215.
611
See Patterson, “Introduction: Setting Up the Board,” 7-9 for a discussion of the game/earnest
dichotomy in medieval literature and culture.
612
Armand d’Angour, “Plato and Play: Taking Education Seriously in Ancient Greece,” American
Journal of Play 5.3 (2013): 299.
613
Caillois, Man, Play, and Games, 13 (chap. 1 n. 16).
285
than discourage play in children, he proposes that society harness its power for utilitarian
purposes:
No society has ever really noticed how important play is for social stability. My proposal
is that one should regulate children’s play. Let them always play the same games, with
the same rules and under the same conditions. And have fun playing with the same toys.
That way you’ll find that adult behavior and society itself will be stable. As it is, games
are always being changed and modified and new ones invented, so that youngsters never
want the same thing two days running. They’ve no standard of good or bad behavior, or
of dress . . . This poses a threat to social stability, because people who promote this kind
of innovation for children are insidiously changing the character of the young by making
them reject the old and value the new. To promote such expressions and attitudes is a
potential disaster for society.
For Plato, play and game, as unstable, unwieldy activities, can be tethered and controlled to
produce model citizens. They become, in the words of game studies scholar Thomas Malaby,
“static appraisals of unchanging social order.”614 And herein lies a central anxiety about games:
the element of indeterminacy in games reflects the potential open-endedness of everyday life. As
Malaby notes, “It connects games to other domains of experience by showing how they contain
the same kinds of unpredictabilities and constraints that saturate our experience elsewhere . . .
games relate to a particular mode of experience, a dispositional stance toward the
indeterminate.”615 Aristotle similarly observes this indeterminacy, stating that play, as a leisure
activity, “was the be-all and end-all of life,” for it is but a repose from labour.616 Plato concludes
in Laws (347BC) that man and woman should “play the noblest games . . . [l]ife must be lived as
playing, playing certain games, making sacrifices, singing, and dancing” in the likeness of the
gods as the highest form of achievement. Left to their own devices, games, according to Plato
614
Thomas Malaby, “Anthropology and Play: The Contours of Playful Experience,” New Literary History
40 (2009): 207.
615
Malaby, “Anthropology and Play,” 208.
616
D’Angour, “Plato and Play,” 301.
286
and Aristotle, can also be dangerous: just as they have the ability to reflect the activities of the
gods, they also have the power to destroy societies.
Plato’s notion of harnessing play to create a productive society is similarly found in more
recent examinations of games. Observing what she calls a “mass exodus” into the imaginary
world of games as people around the world spend more than three billion hours per week playing
games, McGonigal argues that games are a social good that fulfils human needs and can be used
to better all aspects of society, including health, education, and combat. While Caillois contends
that games are “an occasion of pure waste” and Brown observes how people have so
“internalized society’s message about play being a waste of time that we shame ourselves into
giving up play,”617 McGonigal concludes that “games don’t distract us from our real lives. They
fill our real lives: with positive emotions, positive activity, positive experiences, and positive
strengths. Games aren’t leading us to the downfall of human civilization. They’re leading us to
its reinvention.”618
Far from meaningless activities, the praise and condemnation of games and play highlight
their perceived power to redefine our world. As philosopher Miguel Sicart contends, “[p]lay is
always on the verge of destruction, of itself and of its players, and that is precisely why it matters
. . . [it is also] a fundamental part of our moral well-being, of the healthy and mature and
complete part of human life”619 McGonigal praises games for their ability to improve how we as
citizens live and exist in the world, and other recent game scholars, media scholars, and scholars
advocate for an appreciation of play and games if, like Plato’s musings on paidia, games and
play become primarily productive and serviceable activities for social good.
617
Caillois, Man, Play, and Games, 5; Brown, Play, 145.
618
McGonigal, Reality is Broken, 354.
619
Sicart, Play Matters, 3, 5 (see chap. 1, n. 35)
287
It is perhaps not surprising that games become a scapegoat for society’s ills when they
fail to meet these lofty expectations. A rich and absorbing game like those found in the Grand
Theft Auto series (1997-2016)—which satirize films like The Godfather (1972) and where
players can steal cars, shoot police officers, and fraternize with prostitutes—are socially
contentious at the same time they are clever and pleasurable experiences that bring ethical
considerations to the forefront of gameplay. Players negotiate ethical situations within a complex
network of moral responsibilities; as a pair of recent studies finds, when players are presented
with moral transgressions, they will “actively avoid the anti-normative behavior (such as
committing an act of violence) or they will feel a deep sense of guilt if they do commit it.”620
Unlike film, television, or music, games provide a physical or digital space to play with social
boundaries and explore actions and roles that are prohibited in society. Whether one agrees with
the premise of games like Grand Theft Auto is not my point here: the games provoke their
players (and non-players), tempting them to pass judgement on the game’s themes and
commercialization as a form of entertainment according to one’s ideals. To define games as
having social value is therefore to judge their worth in accordance with perceived cultural mores.
Transgressions from these values in both the themes within the games and the outcomes of
gameplay (such as monetary loss or the development of an immoral attitude) become aspects that
those in positions of power feel the need to quell ‘for the good of society.’ Elizabeth I, for
instance, sought to control the production and sale of playing cards in sixteenth-century England
in an effort to control gambling. Similarly, the moral panic surrounding Warners Bros.
620
Bowman, “The Rise,” 34. See: Sven Joeckel, Nicholas Bowman, and Leyla Dogruel, “Gut or Game?
The Influence of Moral Intuitions on Decisions in Video Games,” Media Psychology 15.4 (2012): 460-85
and Matthew Grizzard, Ron Tamborini, Robert J. Lewis, Lu Wang, and Sujay Prabhu, “Being Bad in a
Video Game Can Make Us Morally Sensitive,” Cyberpsychology, Behavior, and Social Networking 17.8
(2014): 499-504.
288
Interactive’s arcade fighting game Mortal Kombat (1992) spurred the creation of the
Entertainment Software Rating Board for video games in 1994.621
5.2 Valuing Games in the Middle Ages
If recent game studies scholars praise the capacity of games to improve modern societies,
then how did the Middles Ages conceptualize games as they related to social welfare? Among
medieval thinkers, there was a clear lack of consensus regarding where play and games fit into
medieval society. In his encyclopedic Etymologiae (c. 600CE), Isidore de Seville classifies
games alongside war and battle in Chapter 18, “de bello et ludis.” For Isidore, games are
narrowly defined as physical sports and competitions such as throwing, running, horse racing,
and wrestling, and he deemed them sinful and best avoided. In contrast, in his treatise on
education, Didascalicon (c. 1128), the Parisian theologian Hugh of St. Victor proposed an
independent science of games, scientia ludorum, which formed a part of the seven artes
mechanicae (or, learnable crafts). Games could not only provide nourishment, but also educate
the young. The Dominican Vincent of Beauvais also includes a variety of games in his treatise
Speculum doctrinale as part of the artes mechanicae, but, like Isidore, associated them with
violence and war and was disturbed by the diversions and consequences of gambling. For
Vincent, games were suspicious and frivolous activities that prevented the elevation of the soul.
621
See Chapter 4 for a discussion of the commoditization of playing cards in sixteenth-century England.
For more on the moral panic of Mortal Kombat and the founding of the ESRB, see Bowman, “The Rise,”
28-30. Notably, the ESRB did little to calm the public’s anxiety about video game violence. As Bowman
writes, high profile school shootings in the United States “re-ignited concerns that video games served as
interactive murder simulations” and implicated video games as a root cause of violence—a sentiment still
found in media coverage of shootings and violence. “The Rise,” 30.
289
Officials regularly attempted to designate places and times specifically for work or play,
often to no avail. In the early twelfth century, Odode Sully, the Bishop of Paris, issued a decree
banning the clergy from playing or owning dice or chess pieces. During the Fourth Lateran
Council of 1215, new Church policies restricted the clergy from both playing and observing
games. However, regional policies varied widely. While some diocese allowed chess and other
board games, others restricted them entirely. The Archbishop of Canterbury, John Peckham, in
one of his letters of January 1281, condemned the game of chess as a sinful activity played by
the monks in the monastery of Coxford, in county Norfolk:
Scaccorum autem ludum et consimilia scurrilia solatia vobis omnibus, occasione Roberti
de Hunstaneston, perpetue inhibemus, quod si ipse vel vestrum aliquis contrarium
praesumpserit attemptare, ipsum ad ingressu ecclesiae et omni actu legitimo
suspendimus, donec tribus diebus in pane et aqua jejuneverit, omni dispensatione circa
hoc cuilibet subditio nostro penitus interdicta.
[The game of chess and other clownish entertainments which have been introduced by
Robert de Hunstaneston will be forbidden forever. If he himself or anyone else dare to
break this law, we will suspend them, on the strength of law, from the right to enter the
church and perform all duties unless they fast for three days on bread and water. This law
is binding without any exceptions in this matter for anyone under our authority.]
Despite the sanctions and criticism decreed by the Church, ecclesiastics and laypersons
continued to enjoy games throughout the Middle Ages as a form of recreation.622 The clergy
were among the first players, for instance, to introduce chess and record chess problems.623
Games also became an essential part of an aristocratic child’s upbringing as they were
thought to instill good moral character, tactical skill, and courtly values.624 Petrus Alfonsi, Henry
622
For a detailed discussion of the various conflicting attitudes toward medieval games and the Church,
see Bubczyk, “’Ludus inhonestus et illicitus?,’” 23-43 (see chap. 2 n. 67).
623
See Chapter 2 for a discussion of the adoption of chess among the clergy in medieval England.
624
For more information about how chess educated and entertained aristocratic communities in medieval
Europe, see Richard G. Eales, “The Game of Chess: An Aspect of Medieval Knightly Culture,” in The
290
I’s physician, writes in his twelfth-century treatise Disciplina Clericalis, that the seven knightly
skills include, “riding, swimming, archery, boxing, hawking, chess, and verse-writing.”625 In
fifteenth- and sixteenth-century England, governors and founders of schools attempted to
regulate play, designating certain times of the day and holidays for students to play games; these
times came with specific rules such as the avoidance of “fighting, swearing, brawling or other
disorders.”626 If they could not successfully rid childhood of play altogether, they could at least
try and manage it, essentially marginalizing the role of games in the lives of those medieval
children taught in schools. However, games also signified social standing and were critical in
showcasing one’s sophisticated performances among peers in the gentry and nobility. As
Nicholas Orme notes, the “educators most tolerant of games were those concerned with the
bringing up of noble and gentle boys and girls. They saw games as complimentary to literary
studies, useful in teaching military skills to men, and valuable in developing the health and
accomplishments of both men and women.”627 Those in power also continually attempted to
regulate or outright prohibit games, especially in response to the negative consequences of
gambling.628 Whether or not games were banned, they remained popular pastimes across all
levels of medieval society, from churches to households, courts to universities.629
Ideals and Practice of Medieval Knighthood. Papers from the First and Second Strawberry Hill
Conferences, eds. Christopher Harper-Bill and Ruth Harvey (Woodbridge: Boydell and Brewer, 1986),
12-34.
625
Hermes, The “Disciplina Clericalis,” 115 (see chap. 2 n. 186).
626
Nicholas Orme, “Games and Education in Medieval England,” in Games and Gaming in Medieval
Literature, ed. Serina Patterson (New York: Palgrave MacMillan, 2015), 48.
627
Orme, “Games and Education,” 57.
628
See Chapter 4 for a discussion of the commoditization and regulation of playing cards in early modern
England.
629
For discussions of games enjoyed in different medieval environments, see the first four chapters in
Games and Gaming in Medieval Literature, ed. Serina Patterson (New York: Palgrave MacMillan, 2015).
291
As I have discussed throughout this dissertation, ecclesiastics, authors, educators, and
scribes tended to internalize and regulate games, to wield games for the purpose of developing
one’s character and edify them for teaching the principles of a moral life. Perhaps one of the
most obvious examples of this is Jacobus de Cessolis’ socio-political allegory, Liber de moribus
hominum et officiis nobilium super ludo scacchorum [Book of the morals of men and the duties
of nobles—or, On the Game of Chess]. To exemplify the hierarchies and functions of medieval
society, Cessolis discusses the duties of each piece, the rules of chess, and, notably, ascribes a
different role to each pawn. For instance, wisdom, loyalty, courtesy, strength, mercy, justice, and
a desire to protect the kingdom are all characteristics imbued in the idealized Knight pieces. 630
Cessolis does not condemn or criticize chess, but rather praises it. In his frame narrative, Cessolis
attributes the invention of chess to a Greek philosopher named Xerxes, who aimed to reform the
wicked King Evilmerodach through gameplay. As Xerxes says to Evilmerodach, “No one should
learn this game except those who view themselves as students and consent to being
disciplined.”631 Cessolis further expounds on the purpose of chess, stating that it combats
idleness, sadness, and slothfulness, since these dispositions lead to sin. Chess “was invented to
indulge a desire for novelty . . . Many people wanted to invent great and clever things merely to
curtail the inclination towards laziness or idleness.”632 Cessolis thus saw playing chess as both a
moral and cognitive exercise that could teach the aristocracy proper social behaviour through its
many variations: “Because of the countless number of ways to play, because of the various
meanings and metaphors, and because of the ingeniousness of the battles, the game has become
630
Jacobus de Cessolis, The Book of Chess, trans. H. L. Williams (New York: Italica, 2008), 30-40.
631
Ibid., 7.
632
Ibid., 9.
292
famous.”633 This sentiment is shared in a few manuscripts where Nicolas de Nicolay’s Bonius
Socius (a collection of problems for chess, tables, and nine-man morris) are juxtaposed with
Cessolis’ Liber; readers could enjoy chess through either problem-solving or contemplating the
aspects of a moral life.
Medieval authors also employ games and game-playing in cautionary tales to illustrate
the consequences of poor real-life choices. The Chaucerian continuation Tale of Beryn, translated
from the French romance Bérinus in the fifteenth century for the Merchant’s second tale in The
Canterbury Tales, uses games as a pedagogical tool to represent the consequences of an immoral
lifestyle (i.e., a gambling addiction). Raised as a spoiled child without a proper education, Beryn
spends much of his time losing at dice-games: “Berynus atte haȝard many a nyȝte he wakid, /
And offt[e] tyme it fill so, þat he cam home al nakid.”634 The narrator immediately establishes a
clear contrast between Beryn’s dutiful, nurturing parents and their spoiled, addicted son. As an
object representing chance, the dice signifies the lack of direction and variability of Beryn’s life
and future. Each time Beryn returns home stark-naked after losing, for instance, “Agea his modir
wold[e] cloth hymn newe” (930), yet he refuses to leave his game-playing even when his mother
lies on her deathbed. He does not heed his concerned parents and his gambling problem has so
enraptured him that he is not present when his mother finally dies.
Games in The Tale of Beryn become a vehicle for Beryn’s growth and maturity. The
narrator continually points to Beryn’s lack of education as the result of his lewd, selfish
behaviour: “A man I-passid ȝowith, & is with-out[en] lore, / May be wele I-likened, to a tre
without[en] more” (1055-56). As a child, Beryn plays simple games of chance, but when he
633
Ibid., 10.
634
F. J. Furnivall and W. G. Stone, eds., The Tale of Beryn, Early English Text Society (Oxford: Oxford
University Press, 1909), 927-28. Parenthetical references to The Tale of Beryn will appear throughout.
293
travels to ‘Falsetown’ island as a newly minted merchant, Syrophane, a Burgess and skilled
chess-player, immediately challenges him to a chess game with the intention of tricking him into
an outrageous wager: after the first few games, in which he lets Beryn win, Syrophane states:
“[t]hat who-so be I-matid, graunt & [eke] assent / To do the todirs bidding; & who-so do repent, /
Drynke[en] al the water, þat salt is of the see” (1767-69). Believing himself the better gamester,
Beryn overextends himself: his lack of schooling does not prepare him for this world of
merchants, dealings, and strategy. ‘Falsetown,’ as both Jenny Adams and Andrew Higl note,
becomes a space for Beryn to learn about the corruption involved in mercantile trade on an island
where the cultural conventions of the English and French landscape no longer hold substance.635
Here Beryn enters an environment where deception and cheating become normative behaviour.
Notably, the translator selects and expands the sections of the romance dealing with Beryn’s
youth and gamefulness, omitting his later adventures as an adult—ostensibly as a warning
against the dangers of game-playing.
In his study of adolescence in The Tale of Beryn, Ben Parsons observes that the translator
uses Beryn’s youth as an exemplary tale, noting how youth can be molded to practice proper
behaviour.636 In The Tale of Beryn, then, the boundary between games and reality—or, between
serious and non-serious consequences—dissolves. After Syrophane declares a checkmate, the
sergeants seize Beryn as Syrophane accuses him of fraud; the rules have changed. Beryn pleads,
“’Why, hoost, sey yee this in ernest, or in game?,” not yet understanding the island’s customs.
635
Adams, Power Play, 106-114 (see chap. 4 n. 468); Higl, Playing The Canterbury Tales, 94-95 (see
chap. 3 n. 300).
636
Ben Parsons, “’For my synne and for my yong delite:’ Chaucer, the ‘Tale of Beryn,’ and the Problem
of ‘Adolescentia,” The Modern Language Review 103.4 (2008): 949. Hélène Dauby constructs a similar
argument, stating that reforming adolescence forms primarily out of the consequences of action.
“Violences physiques et violences morales dans The Tale of Beryn,” Cercles 6 (2003): 54-61.
294
What he perceived to be a game within a safety net set by a ridiculously untenable wager
suddenly becomes a reality he must address. Through the later mentorship of Geoffrey on the
island, Beryn is not only able to learn the rules that govern the island, but also able to learn
responsibility for his actions as a young adult. Whether used as an image for reform or as a
cautionary tale, the reconceptualization of games to teach readers and players how to live a good
life runs throughout the course of medieval literature and culture—a theme I have touched on in
previous chapters. Games in medieval and early modern Europe not only blurred the boundaries
between what we would consider ‘game’ and ‘literature’ as a form of entertainment (as I
discussed in Chapter 1 and 3), but were also used, re-appropriated, and re-tooled for other
purposes that undoubtedly held social significance to players.
Thus far, I have discussed tensions and suspicions toward games as they relate to the
ambiguities of life and the ways in which medieval society attempted to regulate and appropriate
games as a social good or, conversely, condemn and restrict them as a sinful activity.
Philosopher Miguel Sicart, in his exploration of play in culture, argues that “games don’t matter”
because they occur as just one form of expression within the wider context of play.637 If play is
“a manifestation of humanity, used for expressing and being in the world,” then I would argue
that games also matter because they become a nexus between materiality, players, and
narrative—a ‘text’ to be read and interpreted as a particularity within given social contexts.638
Medieval games, as we have seen, do not rest in an ‘either/or’ dichotomy, but rather as a
‘both/and;’ they “can be both serious and playful because it is not just about play, or the rules of
the game, or the medieval text—it is about medieval culture itself.”639 Far from being a
637
Sicart, Play Matters, 4.
638
Ibid., 2.
639
McCormick, “Afterword,” 214 (see chap. 1 n 122).
295
background “prop for play”, games in the Middle Ages, as designed experiences, become
exemplary objects of value by: becoming a place to impart knowledge about the world (e.g.,
learning mathematics and applied skills, Chapter 2, and geography, Chapter 4), improving
cognition and learning (e.g., recreational mathematics and chess problems, Chapter 2), practicing
polite conversation (e.g., the demandes d’amour, Chapter 1 and Chapter 3), redefining social
values and moral conventions (e.g., game-texts, Chapter 1 and Ragemon le Bon, Chapter 3),
critiquing social circumstances (e.g., Le Voeux dy Paon excerpt in the Findern MS, Chapter 3),
and contemplating morality and the journey of one’s soul through life (as in the Game of the
Goose, Chapter 4)—all of which demonstrate that the prevalence of games in medieval society
was a much more complex network of interrelationships, moral choices, and materialities than
has previously been discussed.640 Yet despite this constellation of various actor-agents that can
make-up a medieval game and its cultural contexts, medievalists and early modern scholars have
only just begun to seriously study premodern games. In her rallying cry addressed to
medievalists in the conclusion of my edited collection Games and Gaming in Medieval
Literature, Betsy McCormick proclaims: “medieval studies has been slow to recognize the
centrality and power of the ludic function” and “there is still much to explore”—and indeed this
subject is ripe for new theoretical and historical approaches as both an addition and correction to
the emerging field of cultural game studies.641 Even within the field of medieval studies, the
study of premodern games sheds new light on both familiar and unfamiliar texts and brings the
notion of the medieval ludic function into sharper focus in other areas of medieval life. As
McCormick writes, “perhaps it is as simple as reminding ourselves that studying play and games
640
Sicart, Play Matters, 14.
641
McCormick, “Afterword,” 213, 209.
296
is not itself unserious,” and that such an assumption would miss the significance that medieval
games held in the medieval imagination.642
5.3 Playing the Middle Ages
My plan was going well: after escaping from the dragon’s attack, I had ducked the prison
sentries and was running through the woods when I happened upon a stable. With darkness near
and not a soul in sight, I stole the farmer’s lone horse and bolted down the road, making my way
to Whiterun. But a clean getaway was not to be and, in my haste, I was captured by two city
guards. As I was too poor to pay a bribe for immediate release, they escorted me into
Dragonsreach jail where I spent the night contemplating my actions (including my futility in
trying to break out of said jail). The next morning I was let go with a warning and, strolling into
the city, accidently joined a group of rugged mercenaries. And so ended my hour-long play
session in the vast medieval-like province of Skyrim.643
“The Middle Ages is magic,” write Tison Pugh and Angela Jane Weisl in Medievalisms:
Making the Past in the Present, “it is continually reborn in new stories, new media, new
histories.”644 There is a certain aesthetic and cultural appeal—a mysticism—about the Middle
Ages that draws audiences and is a primary interest within the study of medievalism. Throughout
the course of this dissertation, I have examined games in the Middle Ages and Early Modern
642
Ibid., 213.
643
This is a personal anecdote that summarizes an one-hour play session in the game The Elder Scrolls V:
Skyrim (Bethesda Game Studios, 2011).
644
Tison Pugh and Angela Jane Weisl, Medievalisms: Making the Past in the Present (New York:
Routledge, 2013), 1.
297
period and in particular how their development, enjoyment, and significance as forms of cultural
expression differ from definitions of games as understood by game studies scholars. But there is
another kind of “medieval game” that is wholly modern and appealing to millions of players. To
conclude, I wish to pivot toward these modern games, examining whether game spaces in
neomedieval games—as objects in their cultural moment and as fabricated notions of the Middle
Ages—specifically contribute to a perceived social good in their reimaging of the medieval. The
Elder Scrolls V: Skyrim (2011, henceforth called Skyrim) presents an exemplary model for this
inquiry due to its popularity as one of the best-selling games of all time, vast open world,
character-driven experience, and emphasis on narrative.645 In the twenty-first century, the
primary touchpoint for audience engagement with the Middle Ages is shifting from books,
television, and film toward digital and tabletop games, and Skyrim, with over 20 million units
sold, attests to this cultural development.
Games are now among the most influential forms of popular expression in what has
become known as the “ludic century,” and the appetite for medieval board and digital games has
remained steady among players as medieval games continue to be funded, produced, and
released.646 Medieval games do not attempt to replicate a past reality based in historical
authenticity, but rather take the Middle Ages as a point of departure to build immersive, coherent
worlds. As Daniel Kline remarks, “[g]ame makers have used the medieval past to lend credence
to their plotlines, to make exotic their characters, to romanticize their settings, and to give
authority to their efforts. The medieval period is not something in the distant past but a present
645
Bethesda sold 7 million copies in its first week of release, with a combined total of 23,270,000 units
sold since 2011. See “Skyrim: The Elder Scrolls V Statistics,” Statistic Brain, accessed January 23rd
2017, http://www.statisticbrain.com/skyrim-the-elder-scrolls-v-statistics.
646
Eric Zimmerman, “Manifesto for a Ludic Century,” n.p., accessed 23 October 2014,
http://ericzimmerman.com/files/texts/Manifesto_for_a_Ludic_Century.pdf.
298
reality, a treasure trove whose contents can be ceaselessly reconfigured for current needs.”647 In
his groundbreaking effort to untangle various types of modern medievalisms, Umberto Eco
beckons us to be cautious in our scholarly responsibilities: “we have the moral and cultural duty
of spelling out what kind of Middle Ages we are talking about.”648 But within the textual
pluralities of neomedieval games, which are only ever fully realized through player experiences
within the larger context of complex player communities, the medieval world itself encompasses
a multitude of assemblages that may only have tangential connections to a medieval past.
Medieval settings in digital games go “beyond mere convenience; the imaginary spaces [they
build] fulfill fundamental emotional needs.”649 For social video games especially, “the
‘medieval’ is a way to not only escape the real world, but also further define oneself within it.”650
The action role-playing game Skyrim also encapsulates this rich “possibility space” and
potentiality of games.651 Although players adopt the identity of the “Last Dragonborn,” a
character destined to defeat the dragon Alduin the World-Eater, they can freely develop this
character by roaming Skyrim in the immersive world of Tamriel, which consists of cities,
villages, dungeons, and vast swaths of wilderness. There are no identifiable classes—that is,
character archetypes based on a rigid set of abilities which are typical of role-playing games—no
647
Daniel T. Kline, “Introduction,” in in Digital Gaming Re-Imagines the Middle Ages, edited by Daniel
T. Kline (New York: Routledge, 2014), 5.
648
Umberto Eco, Travels in Hyperreality, trans. by William Weaver (San Diego: Harcourt Brace
Jovanovich, 1986), 72.
649
Serina Patterson, “Casual Medieval Games, Interactivity, and Social Play in Social Network and
Mobile Applications,” in Digital Gaming Re-Imagines the Middle Ages, edited by Daniel T. Kline (New
York: Routledge, 2014), 251.
650
Patterson, “Casual Medieval Games,” 254.
651
“Possibility Space” was a concept coined by game designer Warren Spector, which, in the words of
Eric Zimmerman and Katie Salen, “links the embedded ‘overarching narrative’ of the game to the
emergent actions and outcomes of moment-to-moment play,” Salen, Rules of Play, 390 (see chap. 1 n.
30).
299
winning or losing scenarios, and no ‘correct’ way to play the game (even the main storyline is
optional); a player can forge his or her own path by joining a band of mercenaries, becoming a
folk hero helping those in need, or assuming the role of an assassin or thief—a world
experienced through the freedom of player choice as illustrated by my personal gameplay
anecdote above. As I have mentioned elsewhere, “ideas of the medieval past can bring about and
indeed highlight, current civic, social, and political debates” as neomedieval games “mirror and
shape our own modern cultural values.”652 While games such as Double Fine’s turn-based
fantasy strategy game Massive Chalice includes Western liberal values such as same-sex
marriage in the game’s core aesthetics and mechanics, Skyrim turns these ethical quandaries onto
the players themselves. Skyrim becomes a world for players to indulge in an alter ego, a persona
that can reflect social values or, conversely, change them.
As with other games, players in Skyrim are not passive receptacles, but rather moral
agents continuously engaging with a game’s own ethical system—a viewpoint akin to Bruno
Latour’s Actor-Network Theory (ANT).653 As Sicart writes, “through playthings, we experience
play, and they have a role in shaping the activity in the ways they mediate it, but also in the ways
they open themselves to being interpreted, questioned, [and] appropriated.”654 Skyrim not only
crafts a rich medieval world for players, but also enables players to “see values and practice them
and challenge them.”655 The ‘medieval’ thus provides an alternate play space, a world that sits
652
Serina Patterson, “Women, Queerness, and Massive Chalice: Medievalism in Participatory Culture,”
Studies in Medievalism 24 (2015): 73.
653
Bruno Latour, Reassembling the Social: An Introduction to Actor-Network Theory (Oxford: Oxford
University Press, 2005).
654
Sicart, Play Matters, 114, fn68.
655
Ibid., 5.
300
between a fantastical space of possibilities and a recognizable space of relationships, actions, and
consequences.
So why do we view games under an ethical lens in the first place? The answer is
unfortunately opaque and multifaceted. The element of indeterminacy inherent within games
ushers in fear of the unknown, but by indulging ourselves and playing the game we may find the
skill to deal with life’s ambiguities. The valuation of games ultimately rests upon one’s own
principled disposition. I would like to conclude this dissertation with a short passage from
Bernard Suit’s philosophical treatise, The Grasshopper: Games, Life, and Utopia: “For even now
it is games which give us something to do when there is nothing to do. We thus call games
‘pastimes,’ and regard them as trifling fillers of the interstices in our lives. But they are so much
more important than that. They are clues to the future. And their serious cultivation now is
perhaps our only salvation.”656 When people play—and, for our purposes, when people
specifically play games—they realize their potential and possible selves. Whether for good or ill,
games change people, and in doing so they have the capacity to change the world.
656
Suits, The Grasshopper, 159 (see chap. 1 n 27).
301
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Appendix
To date, the following text has been unedited.
1. The poetic demandes d’amour in MS Additional 60577
Fol. 80v
Die[u] chastell damours vous demand
Nomes le p[re]mier fundement
Apres nommer le maistre mure
Qui plus le face fort et steure
Dites moy qui sont les carneaulx
Les saiettes et les quarreaulx
Je vous demand[e] quelle est la clef
Qui le chastell peult deffermer
Nommes la sale et le manoire
Ou leu peult premier joye avoire
Quelle est la chamber ou sont sy litt
On lamant prent son premier lit
Apres les gardes me nommes
Par quoy le chastell est gardes
333
Qui fins amans peult jouyre
De ce dont ilz ont grant desire
Qui fait amours long temps durer
Et enforcier et embraser
Dont peult greig proufit venire
En fines amours maintenir
Quest en amours grant courtoisie
Moins prouffitable et plus prise
Fol. 81r
Quelle est la mendre qua iours fare
Qui plus conforte et plus solace
Quest en amours grant courtoisie
Que nulz ne la Recroit qui rie
Par quelle stanoir ne par quell chose
Peult meulx sage dame es prouver
Celluy qui la prie damez la du cuer
Quest en amours mere et norrice
Tant plus est nobill tant plus est nice
Amis amans qui amie vault
Quel chose est ce qui mieulx sy vault
334
Et a plus grant besoinge lieu fault
Dy moy damours le dart villain
Tant plus me fiert ie plus laime
Tant plus me fiert villainement
Plus lendure legierment
Quelle est lenseigne plus de guers
Qui plus monster lamour des cuers
Et est lenseigne si aperte
Quelle ne peult ester couverte
335