The Mount of Knowledge
Board Game
1800-1810 (published)
1800-1810 (published)
Artist/Maker | |
Place of origin |
The game features a path that meanders through a landscape, with small circular pictures showing a wood, a river and other features. The first circle, called the Horn Book, reflects one of the teaching methods of the time. Players must stop here to learn the letters of the alphabet. There are various forfeits and rewards along the way. These include punishments for boasting, wasting time and pride, and rewards for repentance, patience and diligence.
Object details
Category | |
Object type | |
Parts | This object consists of 3 parts.
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Title | The Mount of Knowledge (manufacturer's title) |
Materials and techniques | Hand-coloured paper on linen |
Brief description | Hand coloured moral race game, The Mount of Knowledge, published in England in the early nineteenth century |
Physical description | Design: etching, 12 sections mounted on linen; design takes the form of a wandering path through landscape with small circular pictures showing the wood, river and other features No. of squares: 60 Squares illustrated: captions and pictures Square numbering: all Squares titled: some Subject of starting square: Horn Book Subject of ending square: Mount of Knowledge |
Dimensions |
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Object history | Published and sold by W Richardson, Library, Greenwich; J Harris St. Paul's Churchyard (1801-1843) and J Wallis, Skinner Street. (Skinner Street address used 1812 to 1847). The game may be 1810-20 rather than earlier. The sheet was also sold by Darton & Harvey (1791-1810), Gracechurch Street. CGG-GAMES AND PUZZLES, 1991 |
Historical context | Rewards: receipt of counters, forward movement, extra turns Forfeits: payment of counters, backward movement, missing turns No. of Players: any Equipment required: teetotum, markers, counters, see rules Rules: Rules for the playing of the game of the Mount of Knowledge. You are to be provided with a Teetotum having 8 sides, marked 1 to 8 and each player with a traveller (marker) and 8 counters of which 4 are to be put into the Pool. The highest spinner begins and to proceed regularly to the right hand. No. 1. THE HORN BOOK. Stop here one turn, to learn your letters or give up all hopes of gaining the Mount of Knowledge. No., 5. BIRCH WOOD. Having so lately learnt your letters, you may escape a flogging by paying one to the Pool, towards the Purchase of Rods for future use. No. 9. CARELESNESS (spelling). Go Back to Birch Wood, and stay one turn to be whipped for inattention. No. 10. Having entered the flowery Path of Pleasure, stop one turn to consider how improperly you have acted, by straying into this delusive path. No. 11. Stop a turn to admire the Primrose, and endeavour to imitate its sweetness and simplicity. No. 13. Receive one from the Pool for endeavouring to keep in the right way. No. 14. Pay one for entertaining the idea of possessing HEART'S EASE when straying from your duty. No. 16. Stay here one turn to admire the ROSE and consider that while it delights the senses, it is surrounded with thorns and learn thereby that pleasure is sometimes attended with pain. No. 17. Receive one for persevering in the right way. No. 18. Stay here one turn to examine the gaudy TULIP and determine not to adorn yourself so gaily, lest like this shewy flower, you should have little else to boast of. No. 20 APPLICATION. Receive two from the Pool, as a reward for having been attentive to your studies. No. 21. TRUANT'S CORNER. Having been unfortunately seen by the Schoolmaster while peeping round the corner, you must be flogged back to Birch Wood, and there stay 2 turns to recover, and also pay 2 counters into the Pool for having wasted your time. No. 25. THE VALLEY OF IDLENESS. Here the loiterer must stay 2 turns to take a nape. No. 30. PLAY HALL. Here remain 2 turns if you came from the Valley of Idleness and lose 2 counters at play, before you can leave it; but if you were not so indolent as to waste your time in the Valley, you may amuse yourself until it is your turn to spin again, when by paying only one for the use of the key you may open the door and make your escape. No. 32. OBSTINACY. Stay here one turn to have a blister put on to relieve you from this fit, and pay one to the Pool for the Surgeon's fee. No. 34. IGNORANCE. Go back to No. 20, Application in the hope of improvement by repeating your studies. No. 36. PRIDE. Pay 2 counters to the Pool for a Lesson on Humility. No. 38. CONCEIT. Stay one turn to inform your companions what pretensions you have to be conceited. No. 40. CASTLE OF INDOLENCE. Here you must be shut up, until you are so fortunate as to spin the number six, which you may try to do as often as it comes to your turn; this will carry you to No. 46. THE RIVER OF REPENTANCE. No. 42. STREAM OF FORGETFULNESS. Pay two to be allowed to spin again immediately, lest by staying here, you should be tempted to taste this pernicious water, and so forget all you have learned. No. 44. RECOLLECTION. In the hope that you will recollect what you may learn by playing this game, receive one from the Pool, and go on to No. 50. No. 46. RIVER OF REPENTANCE. Here you must pay one to be ferried over, and go on immediately to No. 47. No. 48. PATIENCE. Receive one to cheer you on your journey. NO. 51. EXERTION. As you are now exerting yourself to the utmost to obtain the wished for prize, you shall be led through the ROCKS OF DIFFICULTY to No. 56, THE BRIDGE OF EXPECTATION No. 54. THE ROCKS OF DIFFICULTY. Here receive two counters to enable you to pay a guide to direct you safely through these Rocks and lead you to No. 55, the foot of the Bridge of Expectation. No. 56. THE BRIDGE OF EXPECTATION. where you may indulge in the joyful hope of the expected reward. No. 58. DILIGENCE. Here your diligent search after Knowledge shall be rewarded with two counters to purchase books. No. 60. THE MOUNT OF KNOWLEDGE; which is to be acquired by the Player who first attains exactly that number; but if all pass it over, the one who is the smaller number above it, shall be rewarded with the remainder of the Pool; if two or more are alike, they must spin again to decide it, and the lowest shall receive the PRIZE. N.B. Whoever remains in No. 40 ( The Castle of Indolence) when the others have finished the game, lose it, of course. FINIS. Rules placement: booklet |
Summary | The game features a path that meanders through a landscape, with small circular pictures showing a wood, a river and other features. The first circle, called the Horn Book, reflects one of the teaching methods of the time. Players must stop here to learn the letters of the alphabet. There are various forfeits and rewards along the way. These include punishments for boasting, wasting time and pride, and rewards for repentance, patience and diligence. |
Collection | |
Accession number | E.1753&A-1954 |
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Record created | March 4, 2000 |
Record URL |
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