Board games have been a significant element of the utopian imagination since the very inception of the genre with Thomas More’s Utopia (1516). After their six-hour working day More’s utopians settle down to some postprandial recreation, which may involve playing: 1. a game of numbers, in which one number eventually captures another (we might expect Bob the weaver in Morris’s Nowhere, with his passion for mathematics, to be a grandmaster at this); or: 2. a game in which the vices fight a battle against the virtues, which sounds a good deal more complex, and edifying, than its simpler numeric counterpart.
In an intriguing article on ‘How to Play Utopia’ (1971), Michael Holquist has developed a whole series of analogies between chess and literary utopias – to the point, indeed, where utopia becomes, generically speaking, a kind of fictional chess. It is as if for Holquist board games, in their stylisation of a messily contingent world, are the secret inner generative principle of utopia itself. [It is then a minor disappointment in Ursula LeGuin’s otherwise magnificent The Dispossessed (1974) that its imagination of board games, in what is in all other respects such a richly created fictional world, should be so thin. The boy Shevek notices ‘two old men at the other end of the room cackl[ing] over their game of “Top ‘em”’ - and that is all! (ch2).]
What kind of games, then, can we imagine the Nowherians playing in Morris’s utopia? Well, we can certainly extrapolate forwards from his own personal favourites. J.W. Mackail tells us that ‘his chief indoor games were backgammon, draughts, and cribbage’; and Sidney Cockerell gives a fine sketch of Morris and Janey together in their later years: ‘When I went up into the drawing room to say goodnight Morris and his wife were playing at draughts, with large ivory pieces, red and white. Mrs. M. was dressed in a glorious blue gown, and as she sat on the sofa, she looked like an animated Rossetti picture or page from an old MS of a king and a queen’. Morris gives us some fine depictions of board games in his Icelandic translations (‘Now Gunnlaug and Helga would be always at the chess-playing together’), and we can assume that all these old favourites persist even in his post-revolutionary 22nd century England.
However, News from Nowhere is in some respects higher-tech than one is inclined to remember. There are force-vehicles or force-barges ploughing their mysterious way up and down the Thames, and therefore I delight to imagine (to borrow a Yeatsian phrase) that there may be ‘force-games’ in Nowhere too, complexly powered by the new energy source of the novel, whatever that is. So we might envisage Ellen and Guest in the Tapestry Room of Kelmscott Manor playing something like the complex game vlet in Samuel Delany’s astonishing ‘heterotopia’ Triton (1976):
In an intriguing article on ‘How to Play Utopia’ (1971), Michael Holquist has developed a whole series of analogies between chess and literary utopias – to the point, indeed, where utopia becomes, generically speaking, a kind of fictional chess. It is as if for Holquist board games, in their stylisation of a messily contingent world, are the secret inner generative principle of utopia itself. [It is then a minor disappointment in Ursula LeGuin’s otherwise magnificent The Dispossessed (1974) that its imagination of board games, in what is in all other respects such a richly created fictional world, should be so thin. The boy Shevek notices ‘two old men at the other end of the room cackl[ing] over their game of “Top ‘em”’ - and that is all! (ch2).]
What kind of games, then, can we imagine the Nowherians playing in Morris’s utopia? Well, we can certainly extrapolate forwards from his own personal favourites. J.W. Mackail tells us that ‘his chief indoor games were backgammon, draughts, and cribbage’; and Sidney Cockerell gives a fine sketch of Morris and Janey together in their later years: ‘When I went up into the drawing room to say goodnight Morris and his wife were playing at draughts, with large ivory pieces, red and white. Mrs. M. was dressed in a glorious blue gown, and as she sat on the sofa, she looked like an animated Rossetti picture or page from an old MS of a king and a queen’. Morris gives us some fine depictions of board games in his Icelandic translations (‘Now Gunnlaug and Helga would be always at the chess-playing together’), and we can assume that all these old favourites persist even in his post-revolutionary 22nd century England.
However, News from Nowhere is in some respects higher-tech than one is inclined to remember. There are force-vehicles or force-barges ploughing their mysterious way up and down the Thames, and therefore I delight to imagine (to borrow a Yeatsian phrase) that there may be ‘force-games’ in Nowhere too, complexly powered by the new energy source of the novel, whatever that is. So we might envisage Ellen and Guest in the Tapestry Room of Kelmscott Manor playing something like the complex game vlet in Samuel Delany’s astonishing ‘heterotopia’ Triton (1976):
‘He gazed over the board: within the teak rim, in three dimensions, the landscape spread, mountains to the left, oceans to the right …micro-waves lapped, micro-breezes blew, micro-trees bent, and micro-torrents plashed and whispered down micro-rocks …Lawrence assembled the astral cube: the six-by-six plastic squares, stacked on brass stilts, made a three-dimensional, transparent playing space to the right of the main board, on which all demonic, mythical, magical, and astral battles were enacted … Lawrence turned a switch: the grid flickered over the board...’.
Gripped by the epic struggles of such a high-tech game, William Guest might, one can’t help hoping, have sufficiently overcome his obsession with the Victorian past to have remained contentedly in utopia thereafter.