Traveling the World in 80 Days via a Board Game…

More armchair travel for the housebound during this hot August!  

Imagine getting paid to play with children’s books and sometimes even with children’s games. As a cataloger, I get to “play with” them, in a sense — but it’s not quite the same as “playing” games, I assure you — and I usually learn something and almost always enjoy doing it too: “instruction with delight,” as John Newbery famously phrased it.

This all ran though my mind while cataloging a new Cotsen acquisition: a French board-game adaptation of Jules Verne’s Around the World in 80 Days, titled: Le Voyage Autour du Monde en 80 Jours: d’apres le Roman de Jules Verne: Jeu de Société.

Game Board for "Le Voyage Autour du Monde en 80 jours : D’apres le Roman de Jules Verne : Jeu de Société"

Game Board for “Le Voyage Autour du Monde en 80 jours : D’apres le Roman de Jules Verne : Jeu de Société” by Roches Frères (Paris, ca. 1880?) – Cotsen new acquisition.

Cotsen’s version of the game-board isn’t itself titled, but the caption title I used to catalog the item comes from the accompanying four-page printed instruction and rule booklet. Roches Frères has added the imprint of their Paris printing house on the bottom left of the board, in the white margin, but it’s a little hard to see in the above photo (a better view is in a photo below). I’m still looking for information about the Paris firm Roches Frères, but the they seem to have been active in Paris from the 1880s through 1900, based on the dates of other of their publications cataloged by other libraries. After 1900, another Roches Frères published in Avignon until 1911 or so — maybe the firm moved? (Research also turned up a third, earlier firm named “Roches Frères,” this one publishing in New Orleans from about 1813 into the early 1820s, presumably a different entity altogether, but so far I can’t say so definitely).

"tres Amusant"... Rules of the game

“Très amusant”… Description and rules of the game.

Cotsen’s game-board seems to be one of at least 8 different versions of the game issued by various publishers between 1874 and 1928, an apparent testament to successful sales and ongoing popularity with children and/or grown-ups. (Verne’s novel first appeared in print in 1872.) With children’s books and games, it’s always hard to know how much items’ sales connote their actual appeal to children themselves, since adults were generally the ones making the purchases. But I think a 50+ year run of publication and re-publication certainly suggests a popular item! Cotsen’s game board seems to be a relatively early version, based on the form of the title, the printer’s dates, and particularly a chronology of versions posted online.1

Unfortunately, the Cotsen copy of the the game arrived without the illustrated box it originally came in, six little hand-painted lead playing pieces (modeled on characters in the novel: Phileas Fogg, his servant Passepartout, etc.), currency tokens, dice, and dice cup. (Dice thus make a somewhat unusual appearance in a children’s game of this era, in lieu of a teetotum spinner — dice generally being shunned in children’s activities games for being associated with gambling and the unsavory world of vice. Perhaps this is because the mainspring of book’s plot is a bet?) But Princeton’s Graphic Arts Collection has a later (ca. 1915) version of the game that’s essentially complete, accompanied by an advertising flyer, which curator Julie Melby has blogged about. Both versions of the game board are the same size: fully opening out to 49 x 58 cm.

The games afoot... The game board first spaces, showing Fogg in London.

The game’s afoot!
The game board’s first spaces, showing Fogg in London (with Roche Frères’ imprint below).

But let’s get back to the game itself! True to Jules Verne’s original story, the players begin in London, appropriately enough with space number 1 depicting Phileas Fogg (here called “Phogg”) and space 3 the scene where Fogg bets £20,000 (a colossal sum then!) with fellow-members of the Reform Club that he can completely travel around the world within 80 days. With that, he’s off on his trip leaving the familiar world of London and fashionable Saville Row (space 4) behind…

France

Through the Alps and a view of Mt. Vesuvius

In the game, players of the game race to be first to complete Fogg’s journey, the places and people encountered shown here in illustrations, within the numbered spaces and accompanying graphics, all brightly chromolithographed. First, it’s through France and Italy and onto a steamer across the Mediterranean, depicted by the nineteenth-century steam locomotive racing through a tunnel under the Alps (both new technological marvels then), a contemporary steam-ship, and a depiction of the Bay of Naples, with a smoking Mt. Vesuvius in the background. Vesuvius, whose spectacular volcanic eruption in 79 AD buried Pompeii and Herculaneum, also erupted some 14 times during the eighteenth- and nineteenth-centuries, and it often figures prominently in children’s literature of this period. This is due to a combination of factors, I think: the pure visual appeal of depicting an erupting volcano in hand-colored or color-processed illustrations, then relatively cutting-edge book technologies, the fascination that such volatile forces of nature hold for a child (or adult!) reader, the frequent attention paid to natural history in educational children’s materials during this period (and we’ll see another instance of this in another recently-cataloged work to be discussed in the following blog posting), as well as the way that volcanoes and natural disasters displayed the power of fate, human frailty, and the power of God or supernatural forces to eighteenth- and nineteenth-century readers.

Into Egypt

Suez Canal, Port Said, and Aden

Middle Eastern people

Middle Eastern peoples

Next, it’s through the Suez Canal — then, having recently opened in 1869 — via a canal steamer and on to the ports of Port Said, Egypt, and Aden, in what’s now Yemen, via what look like smaller and smaller sail-powered craft. Things are getting a little more adventurous… Along with scenery, the people Fogg encountered on the journey are also presented on game spaces in a manner somewhat reminiscent of the terrifically-popular illustrated European travel literature of this period, such as David Roberts’ Travels in Egypt & the Holy Land. The emphasis on visual artistic depictions of “exotic” places and people in the game — and in children’s literature generally — reminds us just how new and exciting such depictions were to Europeans at this time, something it’s easy to forget in our era of visual-media-on-demand in a world that seems to have “shrunk” in many ways.

Traveling through India...

Traveling through India…

On to Singapore and Hong Kong...

On to Singapore and Hong Kong…

As the players move along the board, they see more of the sights that Verne had Fogg encounter: India, Hong Kong, Singapore, China, Indian rajahs, magicians… Modes of transportation also reflect the vicissitudes of journey described by Verne, for instance, the travelers must leave an Indian railroad (not fully completed, despite what Fogg had read in a London newspaper, which had prompted his bet!) and buy an elephant to proceed along the 50-mile gap in the railroad; the “iron horse” — wonderfully evoked by the French term “chemin de fer” (literally “road of iron”) — literally yields to traditional animal-powered locomotion.

Globe

Central game-board view of the globe, centering on the Pacific Ocean, unlike most European views

To win the bet, Fogg had to make it all the way around the world and back to London! So he and Passepartout begin the return leg of their trip across the Pacific Ocean. This provides the illustrator with an opportunity to show their dotted-line route on a slightly unusual view of the globe — at least for Europeans — one centered on the Pacific, not Atlantic, Ocean. Think of all the Mercator Projection cutaway views of the globe that you’ve seen with Europe and the Atlantic Ocean at the “center of the world” with the map “split” so the Pacific is an the “edges” of the earth. There’s no strictly logical, map-making reason for this presentation, other than cultural orientation — cultures just typically present themselves at the center of the world! (A British Library exhibition, “Magnificent Maps: Power, Propaganda and Art,” presented examples of this orientation in a variety of maps, produced by a wide variety of cultures and eras.) And don’t miss the purely illustrative “exotic” animals positioned around the globe — a visual rendition of “nature red in tooth and claw”

San Francisco and across Great Plains, via "chemin de fer"

San Francisco and Great Plains, via “chemin de fer”

New York & and Statue of Liberty (dedicated, 1886)

New York & and Statue of Liberty (dedicated, 1886)

Having crossed the Pacific from East to West, the travelers’ next leg in the journey takes them across the entire United States, also something of a mystifying wilderness expanse of land to Englishmen and Europeans at the time. Accordingly, the board spaces in the “inner loop” of the game-board depict San Francisco (and one of its legendary cable cars), the recently-completed Transcontinental railroad across the Great Plains (where distinctive American bison then ran free), a side-wheel paddle steamer, Chicago (whose Loop looks suspiciously like San Francisco!), and finally New York with its distinctive Statue of Liberty (dedicated only in place on Liberty Island in 1886, so this view may be an artistic imagining of the actual scene), before setting sail across the Atlantic.

Eventually, back in England after drama involving a missed ship, a mutinous crew, and a Scotland Yard detective detective who mistakenly arrests him for being a robber — all depicted on the ten or so last spaces on the game-board — Fogg is able to collect his bet, marry the girl (an Indian princess no less, Aouda, whom he had rescued during the journey), and enjoy the quintessential London vista of the River Thames, Tower Bridge, and St. Paul’s Cathedral.

The River Thames at London Bridge

Back to London in time to win the bet!

To find out more about such plot escapades, you’ll have to read the book for yourself — I have to say that I’m curious myself now to reread the story! — but I hope this blog posting has shown you something about how the world and some of its peoples were depicted on this nineteenth-century game-board. It really is remarkable how what’s essentially a backdrop for a game portrays so many facets of world geography and ethnography using a purely visual “vocabulary” with no language, (other than brief text labels): instruction with delight, indeed!


1. Marie-Helene Huet, “Re: Le Tour du Monde, game from 1915,” Jules Verne Forum (Thu, 10 Mar 2011), accessed 4/16/2015.

 

Toys and Books Inspired by K. J. Erben’s Fairy Tale “Dlouhý, Siroký a Bystrozraký” (High, Wide, and Cleareyed)

The vibrant Czech tradition of graphic design, illustration, puppetry, and toy-making deserves much wider recognition that it receives in the Anglo-American world.  For a taste of what you’ve been missing, try this post about a fairy tale you may know in other versions from different times and places.  Years ago I simply couldn’t resist the toys and after they came to the library, Ian and I went hunting for the story that inspired them in the stacks.  This is what turned up.

Široký a Bystrozraký” is a popular Czech folk tale by Karel Jaromír Erben (1811-1870), a celebrated historian, poet, and writer. The title is variously translated as: “Tall, Broad, and Keen,” or “Mr. Long, Mr. Broad, and Mr. Sharpeye,” or (my favorite) “High, Wide, and Cleareyed.”

Recently, Cotsen acquired a set of the three titular characters from the folk tale. . . as toys!

9. 3 toys

Dlouhý, Široký a Bystrozraký : item 6979392

The toys were manufactured in the Czech city of Brno by Umělecko-řemeslné dílny Bohumira Čermáka (the Applied-arts workshop of Bohumira Čermáka) in the 1920’s. The figures are an excellent example of the Vienna Secession artistic approach being applied outside of Austria, and outside of mainstream art mediums (this latter boundary being one which the movement was especially interested in challenging).

High, leaning on his staff for support

High, leaning on his staff for support

Wide, but not too wide

Wide, but not too wide

Cleareyed, unfortunately he is missing the feather in his cap

Cleareyed, unfortunately he is missing the feather in his cap.

 

Since we acquired these wonderful toys I wanted to see if Cotsen had any books related to the folk tale. As usual, the collection did not disappoint. We found several brilliantly illustrated books which include the folk tale. We were even fortunate enough to find an English translation of the tale.

0. all books

from left to right: 33915, 65127, 15156, 28474, 30828

The first book in the picture is a collection of Erben stories translated into English by Dora Round called The Fire Bird and Other Selected Czech Folk and Fairy Stories (London : P.R. Gawthorn, 1943), illustrated by Emil Weiss. The next book is Der Lange, der Dickbäuchige und der Scharfäugige, a German language retelling of “High, Wide, and Cleareyed,” strikingly illustrated by Květa Pacovská (Praha : Artia Verlag,1979). Then comes a Czech collection of Erben tales: Erbenovy pohádky, illustrated by Jiří Trnka (Praha : Melantrich, 1940). České pohádky is next, written by Erben and illustrated by Artuš Scheiner (Praha : Českomoravské podniky tisařské a vydavatelské, 1926). And last comes Povídám, povídám pohádku, including stories by Erben and other authors this book is illustrated by Rudolf Adámek (V Praze : Ústřední nakladatelství a knihkupectví učitelstva československého, 1929).

Below is a brief retelling of the classic Czech folktale (paraphrased from Round’s translation), complete with numerous illustrations from the sources above:

The story opens with an aged king and his only son. Since the king is old, he requests that his son marry soon, before he dies. The prince is eager to wed and make his father happy but he doesn’t have the slightest idea of who he can marry. The king hands his son a key and instructs him to climb to the top of a tower and from the portraits he finds there, he should select a bride.

The king and the prince, page [1] 28474

The king and the prince, page [1] 28474

In the tower the prince finds twelve magical portraits of crowned maidens, each one beckoning towards him. They are all very beautiful, but behind a white curtain the prince finds the most beautiful of them all, but she is dressed all in white and looks pale and sad. The prince chooses her as his bride and informs his father who is immediately unhappy. The king explains that that particular maiden is imprisoned by an evil wizard. Many have tried to rescue her before but none have returned (of course).

The tower page [2] 28474

The tower, page [2] 28474

Behind the curtain page 88 33915

Behind the curtain, page 88 33915

 

 

 

 

 

 

 

 

 

At the start of the prince’s quest for his bride, he quickly gets lost in the woods. But he runs into High, who magically stretches taller than the trees and finds the quickest way out of the woods. Next High sees his friend Wide and brings him over. Wide demonstrates that he can expand to huge proportions.

High reaches, page [4] 28474

High reaches, page [4] 28474

The prince meets Wide, page 18-19 spread 65127

The prince meets Wide, page 18-19 spread 65127

Next they run into High’s friend Cleareyed, who explains that he must keep his eyes covered because he can see too well, if his eyes are uncovered he can look through objects, burst them into flames, or shatter them to pieces.

The prince’s three new helpers prove invaluable for overcoming obstacles and turning what would otherwise be a very long journey into a single day trip. They arrive inside the wizard’s castle at nightfall, and the drawbridge is drawn-up behind them.

page 11 30828

page 11 30828

plate 92 33915

plate 92 33915

recto frontispiece 65127

recto frontispiece 65127

Inside the castle, all the courtiers have been turned to stone. They happen upon the dining room where a lavish feast is prepared, after politely waiting, they decide to dig in. Suddenly the wizard rushes in. He is dressed in a long black robe fastened with three iron clasps at the waist; he is leading the lovely pale maiden, dressed in white and pearls. The wizard explains that the prince can take the maiden only if he can prevent the wizard from stealing her back over the next three nights in the castle. High stretches across the dining room covering all the walls, wide blocks the doorway, and Cleareyed stands vigil in the center. They all fall asleep.

The castle plate 16 15156

The castle, plate 16 15156

The dinner hall, page 15 30828

The dinner hall, page 15 30828

When the prince awakes he realizes the maiden has vanished. Cleareyed, however, spots her one hundred miles off, turned into an acorn on a tree in a forest. High stretches to her position and Cleareyed fetches her. She turns back into a woman when she is delivered to the prince. The wizard, naturally, is furious and then one of the iron clasps bursts off. The travelers are left alone again and the prince realizes that everything and everyone inside the castle is frozen in time.

Fetching the acorn page 31 65127

Fetching the acorn, page 31 65127

All are turned to stone page [14] 28474

All are turned to stone, page [14] 28474

 

 

 

 

 

 

 

 

 

Our heroes are charged with watching over the maiden for a second night, they all fall asleep like before. Again the princess is gone when they wake. Cleareyed spots her two hundred miles off, this time turned into a jewel inside a stone, inside a mountain. He and High fetch her again. The furious wizard loses a second iron clasp.

Once again the our heroes are charged with watching over the maiden for a third night, once again they all fall asleep, and once again the maiden has vanished when they awake. Cleareyed spots the princess at the bottom of the Black Sea, as a gold ring inside a shell, three hundred miles away. This time High takes Wide and Cleareyed with him. High tries to stretch his arm to the bottom of the sea, but he cannot reach. So Wide puffs himself out and then drinks up the Black Sea, and then High can reach the gold ring.

 Retrieving the ring just in time, page 43 65127

Retrieving the ring just in time, page 43 65127

The wizard bursts into the dining room triumphantly before the prince’s companions can return. But all of a sudden, the gold ring comes crashing through a window and turns into the princess (Cleareyed had seen the wizard coming and High had thrown the ring from very far away). The wizard curses, his last buckle bursts, and he turns into a crow and flies off.

The crow, page 20 15156

The crow, page 20 15156

The whole castle comes to life and time happily resumes. All the residents of the castle thank the prince, but he humbly insists that it is all thanks to High, Wide, and Cleareyed. The prince and princess are married and the wedding lasts three weeks. The prince tries to persuade his new friends to stay and have a comfortable life, but they choose to wander the world helping people instead.

The happy marriage, page 51 65127

The happy marriage, page 51 65127

The heroes wander on, page [18] 28474

The heroes wander on, page [18] 28474

We hope you enjoy these tales, toys, and pictures as much as we have….