Not on display

This object consists of 3 parts, some of which may be located elsewhere.

Historical Pastime or a New Game of the History of England from the Conquest to the Accession of George the Third

Board Game
01/12/1803 (published)
Artist/Maker
Place of origin

This historical race game has 158 playing spaces numbered in a clockwise direction. They represent events and characters in English history from William I to George III. The game was devised specifically for the education of young children and the author of the booklet was very keen that children should benefit from playing the game. He hopes that 'the hours he has devoted to the formation of this little Scheme, have not been spent in vain'.

Object details

Category
Object type
Parts
This object consists of 3 parts.

  • Board Game
  • Board Game
  • Case
TitleHistorical Pastime or a New Game of the History of England from the Conquest to the Accession of George the Third (manufacturer's title)
Materials and techniques
Hand-coloured engraved paper on linen
Brief description
Hand coloured historical race game, Historical Pastime, published in England by John Harris and John Wallis in 1803
Physical description
Design: engraving, coloured by hand showing 158 medallions representing events and characters in English history; 12 sections mounted on linen
No. of squares: 158
Squares illustrated: all
Square numbering: all
Squares titled: all in booklet
Subject of starting square: Norman Conquest, 1066
Subject of ending square: Accession of George III 1760
Dimensions
  • Length: 56.5cm
  • Width: 52.5cm
Object history
slip case label shows the union jack on the left, the royal standard on the right, below the lion and unicorn and military trophies. Title is in an oval between them and surmounted by an electoral bonnet. See also E. 9851-1958
John Harris took over the publishing firm of Elizabeth Newbery in 1801, primarily producing games, but also a few dissected puzzles. His address was the same at the Corner of St. Paul's Churchyard with the title `Original Juvenile Library'. In 1843 he sold the business to Grant & Griffiths.
CGG-Games & Puzzles, 1991
Historical context
Rewards: receipt of counters, forward movement; counters are paid to the Treasury but those in medallions can be picked up when a played lands
Forfeits: payment of counters, backward movement, counters to the paid to the Treasury and also individual medallions according to the rules
No. of Players: any
Equipment required: teetotum, 1 to 8; 12 markers with letters of the alphabet; counters to be used as stakes.

Rules:
RULES AND DIRECTIONS FOR PLAYING THE HISTORICAL PASTIME OR NEW GAME OF THE HISTORY OF ENGLAND WITH A SHORT ACCOUNT OF THE PRINCIPAL EVENTS WHICH HAVE OCCURRED FROM WILLIAM THE CONQUEROR TO THE ACCESSION OF GEORGE THE THIRD. London PRINTED FOR J HARRIS, CORNER OF ST. PAUL'S CHURCH YARD AND J WALLIS NO 13 WARWICK SQUARE 1810. PRINTED BY H BRYER, BRIDGE STREET, BLACKFRIARS, LONDON.

ADVERTISEMENT
The utility and tendency of this Game must be obvious at first sight; for surly there cannot be a more agreeable study than History, and none more improving to Youth, than that which conveys to them, in a pleasing and comprehensive manner, the Events which have occurred in their own country.
The little Prints, which are regularly numbered from 1 to 158, represent either Portraits of the principal Personages who have signalised themselves as Kings, Statesmen, Churchman, Generals, Poets &c., &c. or some remarkable Occurrence in our country. -This will naturally excite a curiosity in the youthful mind; and that curiosity will be gratified in to short account of each reign subjoined. -On the whole, the writer flatters himself, that the public approbation will convince him, that the hours he has devoted to the formation of this little Scheme, have not been spent in vain.

RULES AND REGULATIONS FOR PLAYING THE HISTORICAL GAME
This game comprehends nearly one hundred and sixty of the principal circumstances in the History of England, commencing with the Battle of Hastings and ending with the Accession of George the Third, with appropriate Fines or Rewards, to most of the subjects. It is played with a teetotum, numbered from 1 to 8. Each player proceeds in the Game according to the number he turns, and receives the Reward or pays the Fine appointed.
There are likewise twelve Letters, one of which each player must draw; and he who draws the earliest in the Alphabet, takes the privilege of turning first, and the others in rotation.
Each player must place his Letter on the circumstance to which he turns, to show his situation in the Game.
If any player turns to the subject on which another has his Letter, he takes that place and the other moves one forward, except at the Holy Land, where as many may be placed as chance may send.
Each player advances in the Game by adding the Figure that he turns to the Number on which his Letter stands.
Any number of persons may play; and he who arrives first at the Treasury, wins the Games, takes the Stakes and all forfeits that remain.

EXAMPLE
Suppose George, Charles and James play the Game, George draws B, Charles F, James H, they each put a stake into the Treasury. George having the earliest letter in the alphabet, spins first No. 3, places his Letter on the Briton, and pays a fine of one to the Norman.-Charles turns next No. 6, from which he derives no advantage, because every player must enter Doom'sDay Book before he can proceed.-James next turns No. 4, takes the fine from the Norman, and passes to Doom'sDay Book.-George then plays again, and turns No. 2, takes his letter from the Briton, and places it on Doom's Day Book; in consequence, James passes his Letter one forward, to the forest and pays a fine to the king.

*Reducing the period covered allowed the publishers to go into greater detail about the history that they and the buying public felt had determined their country..

Rules placement: booklet, printed by H Bryer Bridge Street, Blackfriars, London, 1810
Production
Booklet printed by H Bryer Bridge Street, Blackfriars, London, 1810
Summary
This historical race game has 158 playing spaces numbered in a clockwise direction. They represent events and characters in English history from William I to George III. The game was devised specifically for the education of young children and the author of the booklet was very keen that children should benefit from playing the game. He hopes that 'the hours he has devoted to the formation of this little Scheme, have not been spent in vain'.
Collection
Accession number
E.1760&A-1954

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Record createdMarch 4, 2000
Record URL
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