

The appearance of The New Game of Human Life on 14 July 1790 was a significant milestone in the history of British leisure.

By Dr. Christopher Rovee
Professor of Literature
Louisiana State University
Introduction

The New Game of Human Life was published by Act of Parliament on 14 July 1790. Famous today in its modern incarnation as Life, the iconic board game that for many decades anchored the American gaming empire of Milton Bradley Corporation, The New Game of Human Life appeared under the shared imprint of John Wallis and Elizabeth Newbery, leading London publishers that would go on to produce many similar games for the lucrative market in domestic amusements. The New Game of Human Life was issued as a hand-colored engraving (Fig. 1), printed on sixteen separate pieces of paper and mounted on linen; this cloth-backed playing-sheet could be folded and nestled into a marbled slipcase roughly the size of an octavo book. A separate decorative label was engraved and illustrated for the slipcase. A statement on โThe UTILITY and MORAL TENDENCY of this GAME,โ along with some directions for game-play, appear in fancy script in the spandrels of the playing surface; the โRules of the Gameโ take up the empty space at the center of the racing-spiral. Each individual square on the course represents one year of a hypothetical life and contains a concise, miniature illustration, sometimes of a recognizable personage, representing various stations that such a life might include. There is โThe Poetโ at space 41, represented by Alexander Pope; โThe Patriotโ at space 55, embodied by William Pitt; and โThe Gluttonโ at space 59, who resembles many popular satires on the indulgent Prince of Wales. Victory belonged to the player who arrived at the final panel, space 84, where โThe Immortal Manโ was pictured as Isaac Newton, who had lived to that same age (Fig. 2). Though advertised in its subtitle as โthe Most Agreeable and Rational Recreation Ever Invented for Youth of Both Sexes,โ the game is entirely male-centered, charting a masculine path through seven distinct twelve-year โages.โ
Modern Markets for ‘Human Life’
The publication of Human Life on the first anniversary of the French Revolution might have been a coincidence, but it is a particularly rich one given the gameโs intimacy with various aspects of modernity that the Revolution helped usher inโfrom what J. H. Plumb calls โthe commercializationโ and โsophisticated exploitation of leisureโ (286, 273); to the specifically modern sense of contingent and disjunctive historical time as described by Reinhart Koselleck (49-57) and others; to the increasingly complex relationship between an individualโs moral development and the thrills and insecurities that attend a life of social mobility. The game sprang from a marketplace that targeted children but made its appeals โthrough the refraction of the parental eyeโ (Plumb 301). In this child-centered market, which contributed to (even as it was enabled by) an upsurge in printed ephemera, education and recreation were profitably joined. At the end of the previous century, John Locke proposed to conceal education in the unimposing form of the dice game by replacing dots with letters. โI have always had a Fancy,โ he wrote in Some Thoughts Concerning Education (1693), โthat Learning might be made a Play and Recreation to Childrenโ (208). By the mid eighteenth century, book publishers were exploiting in earnest the commercial possibilities of pleasurable learning. โChildren had become a trade,โ as Plumb puts it, โa field of commercial enterprise for the sharp-eyed entrepreneurโ (310). Books and toy-like accessories were sold together from at least the 1740s: John Newberyโs Little Pretty Pocket-Book(1744) could be purchased with a ball or a pincushion, as its title page announced, โfor the Instruction and Amusement of Little Master Tommy and Pretty Miss Pollyโ; the text cites Locke as an inspiration. โFor the first time ever,โ Brian Alderson writes, โchild-focussed book-making went hand-in-hand with commercial nous, and its success may be measured not simply through the frequency with which works were reprinted or the way they were used as models for new publications, but also through the way they were plundered by unscrupulous rivalsโ (194).
Yet in an age of โheightened rivalry among childrenโs publishersโ (Avery and Kinnell 58), the London version of The New Game of Human Life heralded a different approach. It was the first of many collaborations between two London firms that, between them, had mastered the diverse aspects of child-oriented salesmanship. John Wallis (1764-1818), whose shop at 16 Ludgate Street sometimes went by the name โMap Warehouse,โ was a prominent retailer of cartographic puzzles, books, prints, charts, and music; after the success of Human Life, he went on to become the most prolific of London game publishers (Hannas 30-35). To Wallisโs expertise in the home-amusements market, Elizabeth Newbery (1745/6-1821) added a savvy sense of book-marketing, and possibly financial backing (Hannas 32; Shefrin, โElizabeth Newberyโ 571). A niece by marriage of John Newbery, publishing pioneer and namesake of the Newbery Medal, Elizabeth Newbery assumed the family business at the corner of St. PaulโsChurchyard in 1780. Among bibliographers, she is known for having exploited the tendency of child readers to damage illustrated books (see Bottigheimer 17-18); her frequent print runsโโalmost annual,โ speculates Newbery bibliographer Sidney Roscoe (vii)โwere indistinguishable from earlier runs, thus providing owners with replacement copies while leading to later confusion regarding the date of a specific itemโs publication. Because of her reprinting practices, it is hard to know how many different times The New Game of Human Life was typeset in the years between its first appearance and its reissue, more than two decades later, under the Wallis imprint. Nearly all recorded copies of the gameโs initial edition are dated 14 July 1790, yet there is no reason to assume, given Newberyโs canny marketing strategies and the wear-and-tear that the game-kits themselves underwent, that at least some of these copies were not produced in a subsequent print run. โIt is the exception to the rule,โ writes the bibliographer and collector DโAltรฉ Welch, โthat two Newbery items are identical if they are undatedโ (quoted in Roscoe vii).[1]
The vibrant coloring of its illustrated playing-surface no doubt made The New Game of Human Life an appealing commodity and cherished domestic possession (though some enhancement is likely to have been undertaken by the gameโs owners, as well). The survival of some uncolored and partly colored engravings indicates that, in keeping with its publishersโ savviness, there may have been a sliding-scale to suit various classes of consumer.[2] The advertised pricing hints as much: in 1790, the printed game-sheet alone sold for five shillings, but pasted on a board it went for six. Meanwhile, a complete boxed set, including totum, counters, and a designer slipcase that resembled the outer-covering of a book and allowed the game to be shelved as if it were one, could be had for six-and-a-half shillings (Wallis and Newbery). In all these details, the publishers of The New Game of Human Life provided a blueprint for innumerable successors even as they exploited the one established by their predecessorsโmainly in France, where table-games were a popular eighteenth-century adult pastime.
Origins, Associations, Affinities
The New Game of Human Life took its practical origins from the continent, where variants of the spiral race game known as โgioco dellโocaโ or โjeu de lโoieโ (โGame of the Gooseโ) had been played since at least the mid sixteenth century.[3] In the late 1770s, the Parisian publisher Jean-Baptiste Crรฉpy obtained a license to produce game-boards and promptly issued Le Nouveau Jeu de La Vie Humaine (Fig. 3), in which victory was embodied by the illustrated figure of Voltaire, who occupied the gameโs culminating space.[4] (โQuel triste jeu de hasard que le jeu de la vie humaine,โ Voltaire had reflected in the aftermath of the 1755
Lisbon earthquake [511]: โWhat a sad game of chance is the game of human life.โ)

Wallis and Newbery drew directly on the French version, reproducing several of its features but gearing these toward their English target audience. The basic structure of โthe seven ages of man,โ each consisting of twelve years, remained intact, as did many of the gameโs moralized rewards and punishments. In the French and English versions alike, a player landing on space 34, โThe Married Manโ (le Mariรฉ), would โreceive two Stakes for his Wifeโs portionโ and skip ahead to the โGood Fatherโ (le Bon Pรจre) at space 56; but to land on space 63, โThe Drunkardโ (lโYvrogne), meant paying two to the pool and moving back all the way to space 2, โThe Childโ (le Poupon). Curiously, while success was keyed to conventional middle-class values, it also meant a shorter life. As Jill Lepore puts it, โWhoever dies first winsโ (xix). โThe Married Manโ skips quickly past middle age, while Drunkards, Duellists, and Romance Writers, though they are not the gameโs โwinners,โ get to inhabit, for better or worse, perpetual childhoods. Here is one of the strange and unexpected ways that Human Life (like modern life) could toy with the perceived movement of time.
Wallis and Newbery did make a couple of significant modifications to their French model. First, the illustrations were adapted to suit English tastes and understandings: Newton, for example, replaced Voltaire as โThe Immortal Manโ of space 84. A second change was more symbolic, and involved the ideological concerns that shaped the middle-class market for domestic amusements. Whereas Le Nouveau Jeu de La Vie Humaine was played with two dice, The New Game of Human Life instead used a teetotum, a kind of spinning top โcommonly made of ivory or boneโ (Shefrin, โMake It a Pleasureโ 255). This was (as printed on the bottom of the playing-sheet) โto avoid introducing a Dice Box into private Families.โ The association of dice with gambling was an uneasy fit with a game of moral instruction; indeed Maria Edgeworth, in Practical Education, warned against โgames of chanceโ precisely because of their tendency โto give a taste for gambling,โ a vice that โhas been the ruin of so manyโ (1: 44). Thus, most of the successors to Human Life in the next half-centuryโand even games that did not have an explicitly moral purposeโsimilarly avoided dice. โYou could gamble in essentials, or in soul,โ as the early twentieth-century collector and book-historian Harvey Darton put it, โbut be saved by the look of the external symbol or machineโ (125n).
As Darton implies, The New Game of Human Life was nothing if not a game of chance. Moral good may have been studiously linked with โsuccessโ in the game-play, yet it nevertheless remained a gamble, in a way that may have suggested some of the erratic and inequitable aspects of social mobility. The desire to โtameโ the vagaries of chance (Hacking) perhaps made the gameโs establishment as an edifying pursuit all the more imperative. This is particularly evident in its explicit appeal to interactivity. Under the heading โUtility and Moral Tendency of this Game,โ parents are urged to โtake upon themselves the pleasing task of instructing their childrenโ during game-play: they should ask that children โstop at each characterโ and should make โa few moral and judicious observations, explanatory of each character as they proceed and contrast the happiness of a virtuous and well spent life with the fatal consequences arising from vicious and immoral pursuits.โ If this advice is followed, the instructions assert, The New Game of Human Life โmay be rendered the most useful and amusing of any [game] that has hitherto been offered to the public.โ The injunction to pause the momentum of the game in order to consider the meaning of a โwell spent lifeโ could represent a defensive response to the sheer fun of game-play; or perhaps it is just that there is fun to be had in role-playing โA Drunkard,โ just for a moment, so as to contemplate the consequences. Pleasure and didacticism need not be a zero-sum game, but there is a friction between them that speaks to the status of The New Game of Human Life, and other morally instructive amusements, as contradictory sites of โinstructive gamblingโ (Darton 150).
Such contradiction is embedded in the concept of le doux commerce, that optimistic enlightenment belief in sociability and private virtue as inextricable from economic success (Hirschman). To โwinโ at Human Life requires landing, fortuitously, in โvirtuousโ circumstances, such as โThe Benevolent Manโ at 52, or โThe Patient Manโ at 68. Drawing upon a sociable ideal of โcommercial humanismโ (Pocock 50) that guards against the cynical view that material comfort is best assured through the exercise of selfish passions, the gameโlike Adam Smithโs economic and moral theories (if less subtly)โholds in delicate balance the values of selflessness and self-interest. Yet this ever-present question of how one โwinsโ at life holds within it the seeds of some darker possibilities. For in a safe simulation of the real thing, Human Life showed, at the very least, how in a class-mobile society life could sometimes unfold with the contingency and unpredictability of a spin of the totum (if not a roll of the dice). According to Adam Ferguson, the Scottish moral philosopher, this element of chance could be bracing and enjoyable: โThe great inventor of the game of human life, knew well how to accommodate the players,โ Ferguson wrote; โThe chances are matter of complaint; but if these were removed, the game itself would no longer amuse the partiesโ (71). (Of course, a poor stroke of chance could just as easily cease to โamuse the parties.โ) From this less sunny perspective, The New Game of Human Life can be seen as preparing children to loseโa crucially negative capability in a competitive world. Unlike the eighteenth-century sentimental novel, which drew readers into attachment with a particular individual and prioritized the happiness of that character over that of minor ones, amusements like The New Game of Human Life laid bare the essential rivalry of life under capitalism by exposing rivalry in its own narrative, with multiple players vying for a happiness that, in the end, only one would achieve.
The stripped-down structure of narrative in The New Game of Human Life calls attention to the gameโs literariness, as well as to certain affinities between such games and the relatively contemporaneous literary genre of the novelโin particular the Bildungsroman, a story of individual development that would soon comprise the novelโs paradigmatic form. To be sure, in keeping with the disruption of linear sequencing that Koselleck associates with a modern world of โcontingent eruptionsโ (Kelley 626), the race-gameโs trajectory is more hypertextual than linear: varieties of deviation and non-sequentiality are inscribed into the game-play, giving the โlifeโ it represents an odd and unpredictable rhythm that speeds and slows, progresses and occasionally regresses. Though it lays out for English children a rather harsh course of development, from โManhoodโ at age thirteen through โDecrepitudeโ at age sixty-one, the actual โstoryโ told by the game comes with an endless supply of narrative patterns (all of which nevertheless concludeโfor somebodyโin the same winning move). There is, of course, a difference between the simulated stories one inhabits as a player of such a game, and the intimate relationship a reader takes up with a bookโs characters, and game theorists perennially dispute the applicability of narratology to such amusements.[5] But no doubt there is some relationship to be discerned between the proliferation of race-games around the turn of the nineteenth century and parallel phenomena, such as the rise of the novel, the emergence of romantic spiritual autobiography, and the spread of middle-class portraitureโall of which demonstrate a deepening concern with the individualโs development in an age defined by โa discordant mix of divergent rhythms, variable speeds, and uneven durationsโ (Comay 4).
Games in Archives
The recent renaissance in game studies has led to a widespread recovery of artifacts associated with the early childrenโs educational market. Nonetheless, early table-games remain among the rarest of archival objects from the romantic era.[6] This might seem surprising, given how popular they once were: the publisher John Betts claimed in 1816 that demand for his games โreached the Twelfth Thousandโ (Whitehouse 4). But the scarcity of these early table-games is a testament to the status of printed materials as distinctively social media. Not only the rules and guidelines for these games, but even (or especially) their artifactual afterlives bear witness to the fact that interactivity was a feature of printed material well before it became the defining characteristic of the digital/hypertextual world. Once a game left the sellerโs shop and entered into the daily lives of its buyers, it was subjected to a process of deterioration quite different from that of even the most recklessly handled books. Games were understood from the get-go as ephemeral objects; they got used, often by children, presumably quite roughlyโa fact underscored by the withered corners of even the best-preserved examples. Their fate was to be used-up and discarded, replaced by either a reprint or by the new game on the market.
Ambitious digital archiving projects, such as that being undertaken for the John Johnson Collection of Printed Ephemera at the Bodleian Library in Oxford, have responded to the fascination and fragility of these artifacts by making their rich visual details widely available online. Digital reproduction, which arrests the artifactโs physical deterioration better than even a glass museum-case could do, is in some sense a miracle of preservation. But it cannot, of course, reproduce the distinctive artifactual character of these gamesโwhich were, after all, designed not merely as texts to be read or as engravings to be ogled but as toys to be handled, unsheathed and unfolded, manipulated, touched, refolded. The process of digitization, though, fruitfully raises some of the archival questions that early table-games present the student of material culture. How best to share these precious artifacts of everyday life with scholars and with the wider public? How to classify them? Are they literary texts or works of visual art (or both? neither?)? How should their various componentsโteetotums, rules-booklets, slipcasesโfigure in their material presentation?
Such classificatory and presentational questions might seem fundamental, yet they begin to suggest the wider difficulties that table-games, as a distinctive category of ephemera, have faced in their posthumous existence as archival objects. In tandem with the scholarship that first lifted the study of historical childrenโs literature out of the cloistered sphere of collectors, cataloguers, and bibliophiles (Ruwe vii), some of the most innovative rethinking of the traditional taxonomies that separate books (โliteraryโ works especially) from artworks, or toys, or instruments, has been (and is being) done by the institutions that deal with ephemera. With the conventional categories still largely in place, it is instructive to consider the various ways games are treated and categorized by the rare-book archives and childrenโs libraries that hold and manage them. At the Cotsen Childrenโs Library in Princeton, early table-games are maintained as part of a collection of childrenโs toys. At Stanfordโs Department of Special Collections, they are catalogued among โearly booksโ but given lavish bibliographical entries that convey the distinctive pleasure of the archival ekphrasis. The Cornell Rare and Manuscript Collections catalogue describes early table-games as โKitsโโa strategy that seems apt, considering that they were multimedia productions, consisting not only of the engraved and colored game-sheet mounted on linen but also of various other components. Their manufacture required a variety of participants, most of whose identities subsequently vanished into the name of the publishing conglomerate that coordinated their diverse labors. Although this is a basic fact about such games, it nevertheless complicates their preservation in an archival/museal system that remains, for the most part, structured around the idea of a single author, artist, or maker.
Afterlives of ‘Human Life’
With The New Game of Human Life helping to open the British market for such pastimes, the genre of the race-game blossomed across the next several decades. Many, like Human Life, focused on moral instruction, with titles that were sometimes spectacularly didactic: The Reward of Merit (1801), The New Game of Virtue Rewarded and Vice Punished (1818, with illustrations by George Cruikshank), and The Mirror of Truth: Biographical Anecdotes and Moral Essays calculated to Inspire a Love of Virtue and Abhorrence of Vice (1811), to name just a few. The latter, published by Wallis in January 1811, is representative of the type. The Mirror of Truth was sold in a decorative slipcase, fronted by a richly colored illustration (bearing some resemblance to Blakeโs title-page vignette for Songs of Innocence) of two children in a grove with an older female figureโpossibly a nurse, angel, or teacher (Fig. 4). Inside was a playing-sheet, a cloth-backed engraving mounted in nine sections, consisting of 45 spaces. Each space matched a particular virtue or viceโvirtues were illustrated, vices shown only by name (e.g., โEnvy,โ โIngratitude,โ โImpietyโ)โand was paired with a historical or biographical anecdote printed in an accompanying booklet. Players advanced by spinning a totum. As with The New Game of Human Life, there was a paradoxical calculus to The Mirror of Truthโs luck-of-the-draw game-play, as moral virtue was aligned with success, moral probity with failure. A player landing on a space titled โDisinterestednessโ would read a story about a man who, having been offered money to save a family stranded amidst a flood, rows out to them, plucks them from certain death, and then astonishes the gathered crowd by rejecting the proffered reward, declaring: โI will not sell my life, my labour is sufficient to support myself, my wife, and children. Give your money to this poor family, who have lost their all, and are in greater need of it.โ A player landing here was rewarded with tokens. But a player landing on โSelfishnessโ had to go back five spaces to โGenerosity,โ and stay put there for a turn.
The educational objectives of some games went in a more scholarly direction, as we see in such titles as Arithmetical Pastime (1798), The Pleasures of Astronomy (1804), and Mythological Amusement (1804). There were also numerous map- and travel-related games, which traced their lineage to the earliest recorded English race gameโA Journey Through Europe; or, The Play of Geography, designed by a Westminster geographer and writing-master named John Jeffreys and published by Carington Bowles in 1759 (Whitehouse 6; Shefrin, โMake It a Pleasureโ 259). A nationalistic agenda was invariably in play, especially in these touristic games. For instance, Geographical Recreation (published October 1809) carried celebratory depictions of English power on its slipcase and on the playing-sheet itself, where the four corners of the world are represented with an idealized Britannia clearly on top (Fig. 5). A detail from the same game juxtaposes images of French and British โeatersโ: the Frenchman (space 24) eats โsoup-meagre, frogs, and saladโ (players who land here must โPay two to the poolโ); the Englishman (space 25) โregales on roast beef and plum puddingโ (players who land here โReceive one from the poolโ). Nationalism could be made fun, and this is an important aspect of such games: as in the exploding popularity of nursery rhymes, the stress was on the compatibility of amusement with instruction.
The tacit stress, of course, was always on selling more games. The rule-booklet accompanying Geographical Recreation begins with an advertisement for 17 other games issued by John Harrisโs publishing house and closes with a list advertising books that โmay be deemed useful Appendages to THIS GAME,โ plus forty additional books sold at his shop. The winner of The Royal Game of British Sovereigns (1820), arriving at the boardโs centerpiece, was instructed โto proceed immediately to the Publishers to purchase another game equally instructive and amusingโ (quoted in Whitehouse 26).


By the time Wallisโs son Edward issued (without Newberyโs collaboration) a follow-up to Human Life, such games were staples of the childrenโs market. The reissue, which first appeared sometime between 1815 and 1820, condensed the 1790 original down to a sixty-seven-part race culminating in โGlory.โ[7] To keep up with the conventions of similar games, instructions and rationales were removed from the suddenly spacious and stylish playing surface and exported to an accompanying booklet. The updated Game of Human Life shed its eponymous novelty, even as it grew a second name: the slipcase, as often happened, broadcast a flashier title, with the ornately printed words โWallisโs Fashionable Game of the Seven Ages of Human Lifeโ (Fig. 6).

Over the next forty years, โthe game of lifeโ took on a varied career. In late 1821 a rival publisherโs light-hearted variation, The New Game of Life in London, illustrating Sir Patrick OโFrollicโs Amusements in London, was sold โat all the principal Toy shops.โ The year 1830 saw Leitch Ritchie publish an oft-reissued novel called โThe Game of Life,โ and in the 1850s a detective fiction (by William Russell, under the pseudonym โWatersโ) and a comic play (by John Brougham) appeared under the same title. The most famous incarnation, though, was to come across the Atlantic in 1860. As Abraham Lincoln campaigned to lead a young and fraying nation, a twenty-three-year-old lithographer named Milton Bradley made good money hawking prints of the clean-shaven candidateโs portrait (see Lepore xv-xix, xxvii-xxix). But when Lincoln grew his iconic beard, the young businessman was out of luck; the portraits suddenly unmarketable, Bradley burned them all (Shea 56). Seeking another outlet for his entrepreneurial spirit, he looked to a friendโs recent gift of an old table-game from England (its title went unrecorded), and he found in it a pattern familiar to him as that of his own life and of many acquaintancesโโcheckered, hazardous, uncertain in its outcomeโ (Shea 48). Bradley set about producing a version for the American market, and by the end of 1860 he published the game that would make his fortune. Within a year, The Checkered Game of Life sold over forty thousand copies (Lepore xxix), forming the cornerstone of the gaming empire behind such mainstays of twentieth-century American leisure as โTwister,โ โParcheesi,โ and โCandylandโโnot to mention โLife.โ Milton Bradley himself, secure in his wealth at a relatively young age, turned his attention to other causes, educational reform chief among them. The pioneering firm that went by his name may have found its origins in what seems, at a glance, a quaint world of late eighteenth-century childrenโs games. But the eventual fate of the Milton Bradley Companyโsince 1984 a subsidiary of the multinational behemoth Hasbro, Inc.โis an apposite reverberation of the same, fiercely competitive publishing world, comprised by Bettses and Wallises and Harrises and Newberys and countless other London book-makers and book-traders who first brought the market for childrenโs games to life.
Appendix
Notes
- An 1811 catalogue by John Harris, Newberyโs former business manager who eventually took over the shop at the corner of St Paulโs Churchyard, advertises The Game of Human Lifeย for six shillings in a slipcase (Whitehouse 80). The absence of recorded examples of an 1811ย Human Lifeย under Harrisโs name indicates that he was reprinting old copies; given the gameโs popularityโand by 1811, its ageโhe likely was not selling off old stock. On โThe Newbery-Harris Succession,โ see Appendix 2 in Darton (333).
- The Cotsen Childrenโs Library at Princeton University holds fully hand-colored, partly colored, and uncolored versions of the game.
- Waddesdon Manor holds copies of many French eighteenth-century games, and even a handful of pre-1700 ones, including The Game of the College of Litigantsย (LโEcole des Plaideurs, c. 1685), a satire on the legal bureaucracy, which a client could play while waiting to meet with his lawyer (Jacobs 5);ย The New Game of Geography of Nationsย (Le Nouveau Jeu de Geographie des Nations, 1675), a game that humorously personifies various European countries (Jacobs 9);ย The Game of Warย (Le Jeu de la Guerre, c. 1698), which taught players about recent innovations in warfare under Louis XIV (Jacobs 15); and the self-explanatoryย Game for Learning Heraldryย (Carte Methodique pour apprendre aisement le Blason, c. 1700). See Jacobs; Ciompi and Seville.
- Different sources give different dates for this game, but the Rothschild Collection at Waddesdon (which owns it) suggests 1779, and the British Museum catalogue entry dates Crรฉpyโs obtainment of a license to 1779, which makes this date most likely.
- Mรคyrรค refers to this as โthe so-called ludology-narratology debateโ (8), adding that โNo one actually seems to be willing to reduce games into stories, or claim that they are only interaction, or gameplay, pure and simple, without any potential for storytellingโ (10).
- While it cannot be the case that, as the WorldCat database has it, only fourteen participating institutions around the world possess a 1790 copy of The New Game of Human Life, that small number does indicate the relative rarity of the item. (Its rarity is also suggested by a 1929 Parisian auction catalog, which listsย Human Lifeย as the second-priciest item among table-games, more than twice the cost of the next most expensive [Whitehouse 82].) In addition to the recorded instances on the WorldCat database, there are copies at the Museum of London viewable in their online collections and at theย Bodleian Libraryย in Oxford, whose website notes that โOnly c. 100,000 of an estimated 1.5 million items in the John Johnson Collection [of Printed Ephemera] have been catalogued.โ One should keep in mind, as well, that as ephemera, games can circulate rather quietly on the market. Last February, a rare-book dealer in Brooklyn purchased a copy from a German bookseller (private correspondence); and on websites such as โboardgamegeek.comโ one sometimes discovers the existence of these archival treasures in unexpected places.
- This date-range, given by the Cotsen Childrenโs Library at Princeton University, is inclusive of the dates suggested by other archival institutions; I have not seen any documentation to indicate a more specific dating.
Works Cited
- Alderson, Brian. โNew Playthings and Gigantick Histories: The Nonage of English Childrenโs Books.โย Princeton University Library Chronicleย 60.2 (1999): 178-95. Print.
- Bottigheimer, Ruth B. โThe Book on the Booksellerโs Shelf and the Book in the English Childโs Hand.โย Culturing the Child, 1690-1914: Essays in Memory of Mitzi Myers. Ed. Donelle Ruwe. Lanham, MD: Scarecrow Press, 2005. 3-28. Print.
- Ciompi, Luigi, and Adrian Seville.ย Giochi dellโOca e di Percorso. n.d. Web. 29 Jul. 2014. ย <http://www.giochidelloca.it>.
- Comay, Rebecca.ย Mourning Sickness: Hegel and the French Revolution. Stanford, CA: Stanford UP, 2010. Print.
- Darton, F. J. Harvey.ย Childrenโs Books in England: Five Centuries of Social Lifeย (1932). 3rdย ed. Ed. Brian Alderson. Cambridge and New York: Cambridge UP, 1982. Print.
- Edgeworth, Maria, and R. L. Edgeworth.ย Essays on Practical Education. New ed. 2 vols. London: R. Hunter, 1815. Print.
- Ferguson, Adam.ย An Essay on the History of Civil Society. 4thย ed. London: T. Cadell; Edinburgh: A. Kincaid, W. Creech, and J. Bell, 1773.ย Google Books. Web. 28 Jul. 2014.
- Geographical Recreation: A Voyage Round the Habitable World. London: J. Harris, 1809. Department of Special Collections, Stanford University Libraries, Stanford, CA.
- Hacking, Ian.ย The Taming of Chance. Cambridge: Cambridge UP, 1990. Print.
- Hannas, Linda.ย The English Jigsaw Puzzle, 1760-1890. London: Wayland, 1972. Print.
- Hirschman, Albert O.ย The Passions and the Interests: Political Arguments for Capitalism Before its Triumph. Princeton: Princeton UP, 1977. Print.
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Originally published by BRANCH Collective (March 2015) under the terms of a Creative Commons Attribution 3.0 Unported license.


