Chancing It:
Print, Play, and Gambling Games at the End
of the Sixteenth Century
Kelli Wood
Introduction
Detail of chess and goose
game board from Gujurat by
unknown artist, late sixteenth
century (plate 8).
DOI:
10.1111/1467-8365.12452
Art History | ISSN 0141-6790
42 | 3 | June 2019 | pages
450-481
© Association for Art History 2019
‘Abandon all virtue ye who enter here’. This portentous phrase inhabits the centre of
a game board published by the Roman printmaker Giovanni Antonio de Paoli in the
last decade of the sixteenth century (plate 1). The New and Pleasurable Game of the Garden of Love
was a gambling game; men and women in aristocratic salons and local taverns alike
would throw their dice on the paper surface of the board in their quest for fortune. In
the course of play the gamblers moved their tokens to spaces on the printed game that
matched an image of a virtue or a vice with an instruction to win coins or ante up more
money into the pot. The innermost scene of the print sets the tone for players to enjoy
the game by depicting couples entering an enclosed garden, evoking the leisure of
sixteenth-century court culture wherein gardens often served as the stage for pleasure
activities in practice as well as in art and literature.
A statue of liberalità, translated as ‘bounty’ or ‘generosity’, crowns the game’s central
winning space, which is framed by an archway with Corinthian columns supporting
the cryptic inscription, a play on the ominous ‘Abandon all hope ye who enter here’
in Dante’s Inferno. The twist might inspire the player to question precisely what the
proclamation means: is it a warning against losing virtue, or an invitation for the lovers
to do so as they enjoyed the pleasures of the central garden? What are the stakes for the
gambler playing the Game of the Garden of Love?
Playing such a gambling game was itself a morally questionable activity at the height
of the Counter-Reformation in Rome. The papacy issued edicts against gambling no
less than thirty times between 1590 and 1674, during the period in which games such
as the Game of the Garden of Love proliferated.1 Legal restrictions on gambling were not at all
new, but booming print production in the second half of the sixteenth century created
an unprecedented supply, thus necessitating new restrictions on the eagerly sought and
widespread gambling materials. Printed materials generally were subject to scrutiny,
with works deemed immoral finding themselves on the Index of Prohibited Books and the
papacy ordering publishers to seek papal privilege for their practices.2 Moreover, it seems
no coincidence that restrictions on printed gambling games, such as that of Enrico
Caetani, Camerlengo of the Church, who issued a ban on both the selling and playing of
dice games on 30 August 1591, followed shortly after the Papal State implemented a tax
on playing cards in 1588.3 Although these works attracted unwanted oversight, a large
economy of popular prints – devotional images, lives of the saints, calendars, pamphlets,
music, books, as well as playing cards and gambling boards – were designed, engraved,
printed, sold, and distributed to Romans and tourists alike in shops and on street corners.4
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Print, Play, and Gambling Games at the End of the Sixteenth Century
1 Giovanni Antonio de
Paoli (publisher), Il novo et
piacevol gioco del giardin
d’amore, 1589–99. Engraving,
465 × 349 mm. London: British
Museum. Photo: British
Museum.
This article explores the emergence, meaning, and significance of printed game
boards such as the Game of the Garden of Love in Rome at the turn of the seventeenth
century. These objects constitute an important and overlooked visual and material
aspect of a pervasive culture of gaming that encompassed a huge range of the populace:
both the rich and the poor, men and women, the educated and the illiterate. By looking
at these prints in their context as a whole – as objects made by artists in conversation
with one another, as commodities printed and sold by publishers, as systems for
conveying and organizing information, and as games that were played with and used
– it becomes clear how popular printed games functioned in and contributed to visual
culture in Italy at the turn of the seventeenth century. Game studies as an emerging
discipline in the humanities has treated the activities, histories, text, and materials of
recreation within both historical and rhetorical approaches. Recent works have applied
game studies to the early modern period, including Allison Levy’s edited volume on
intellectual and material culture, Playthings in Early Modernity: Party Games, Word Games, Mind
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Kelli Wood
Games.5 Alessandro Arcangeli has defined leisure and recreation based on language
about behaviour – what people in Europe thought leisure was, from the fifteenth to
seventeenth centuries. For Arcangeli, leisure is the spirit behind the performance
of recreation, and so activities performed for reasons other than relaxation and
amusement – one might say outside the ‘spirit’ of leisure – are excluded, including
gambling, which is not the subject of his work.6 Peter Burke has also addressed early
modern leisure, questioning the dichotomy of traditional notions of festival culture in
contrast to newly formed leisure culture, and arguing that leisure activities became less
and less marginal to culture from the Middle Ages onward, made possible by a gradual
rise in free time for ordinary people.7 During the last decades of the sixteenth century
in Italy an intellectual interest in this culture of leisure became formalized and the
field of game studies developed, with numerous theories, treatises, and encyclopedias
of games being published.8 Within that literature, authors such as Torquato Tasso
and Gregorio Comanini defined games as both representations of the world and
competitions, as activities that connect the mimetic and the ludic.9 The game boards
at the centre of this study visually manifest that dual understanding of games: their
meaning is bound up in their purpose as objects of play. At once performative and also
aesthetic, they provide images of different aspects of the world, reflecting its varied
systems and values.10
Despite their artistry, ubiquity, and production by printmakers also involved in
other important artistic projects and book publications, these games have only recently
been highlighted in art-historical scholarship.11 One reason for the lack of interest
is the anonymity of their authorship; many printed games list only the publishers
and were not identified as products of important artists.12 In the past decade scholars
have paid more attention to popular printmaking in Italy at the turn of the sixteenth
century: Jessica Maier has explored printed maps, Evelyn Lincoln has reconstructed
the intellectual milieu surrounding printed images, and Rebecca Zorach has looked
at urban space and tourism surrounding the Speculum Romanae Magnificentiae.13 Playing
cards have long been recognized as important popular objects in the development of
early print culture, even though later printed game boards have yet to be adequately
enfolded into the discussion.14 Other studies have sought to recuperate the relevance of
vernacular language and local culture in the visual arts, and the role of popular prints
in Northern Europe.15 In step with this turn in art history, this work seeks to rectify
an insufficient interrogation of game objects, countermanding their presumed lack of
impact on art and intellectual culture because of their status as popular culture, and
thereby helping to revise the canon of prints.
The itinerary of this article begins by locating the specific print publishers
producing game boards in Rome and considering their networks and modes of
production, and then continues by situating printed game boards within their
prospective audiences and analysing their rules and methods of play in relationship
to their potential social, moral, and symbolic significances. The diagrammatic and
map-like compositions employed in printed games evoke other forms of knowledge
production, and their rich and polysemous imagery intersected with modes of
artistic production that reached a multiplicity of viewers on various levels, from the
symbolic, to the moral and spiritual, to the playful and parodic. Printed game boards
not only served to entertain, but also mirrored and reified deeper social and moral
concerns about gambling and leisure, a tension between the prescribed morality of
the legal sanctions, decrees, and censures associated with the Counter-Reformation,
and the everyday games common both in courtly leisure and play on the street
and in the tavern. More than a dichotomy between the didactic or moralizing
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Print, Play, and Gambling Games at the End of the Sixteenth Century
and the entertaining or frivolous, the very function of play itself in printed game
boards enacts the ontology of life’s journey, from the courtly, to the religious, to
the quotidian.16 Games, in fact, could be serious, and serious issues could become
subjects of play.17
Printing Play
2 Ambrogio Brambilla,
Il piacevole e nuovo giuoco
trovato detto pela il chiu,
1589. Engraving and etching,
404 × 523 cm. London: British
Museum. Photo: British
Museum.
© Association for Art History 2019
The full title of the Game of the Garden of Love describes it as both ‘enjoyable’ and ‘new’.
Although ‘newness’ was a standard marketing claim for prints, in fact few surviving
printed game boards date before the Game of the Garden of Love. Roman printmaker Antonio
Lafreri’s (1512–77) now well-studied 1572 catalogue of his vast offering of prints does
not mention any games.18 By 1614, another printmaker, Andrea Vaccari, lists a printed
chessboard with instructions and two other games: Ambrogio Brambilla’s the Game of
Plucking the Owl and the Game of the Goose.19 The Game of Plucking the Owl (plate 2) visually strongly
resembles the Game of the Garden of Love in that it also is composed of two concentric ovals
(but requires three dice). Both games date to Rome in 1589, whereas race games similar
to the Game of the Goose have much earlier roots, and the game of the goose itself is referred
to (as a similar game) in the rules of the Game of the Garden of Love. Although the earliest
surviving printed sheet titled Game of the Goose comes from Lucchino Gargagno in Rome in
1598 (plate 3), two prints from a decade earlier employ the same iconic spiral structure,
thereby providing further evidence for its popularity before Giovanni’s Game of the Garden of
Love, despite the limited survival of printed games generally.20
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3 Lucchino Gargano
(publisher), Il novo bello et
piacevole gioco dell ocha, 1598.
Engraving, 507 × 378 mm.
London: British Museum.
Photo: British Museum.
The bottom-right corner of the Game of the Garden of Love reads ‘Ioannes Antonius de
Paoli formis’, indicating not the artist of the image, but rather the owner and publisher
of the plate, one Giovanni Antonio de Paoli.21 A fair amount is known about his life and
work. In a petition for a papal privilege on 4 June 1599, Giovanni describes the kinds of
prints he publishes: ‘many copperplate engravings of every devotional kind, curiosities,
exempla of God, male and female saints, and the papal princes, in particular your
Holiness’ – an obvious flattery in hopes of bolstering his chances of receiving a
privilege, which explains the fact that, although Giovanni’s oeuvre contains mainly
secular works, his request to the Pope emphasizes his religious ones.22 Although the
Game of the Garden of Love potentially aligns with the ‘curiosities’ listed, Giovanni would
certainly not state his intention to print a gambling game to the papacy, given the
recent edicts against dice games.
Giovanni’s 1599 papal petition indicates that his shop was located at Santa Maria
della Pace, an area in Rome rife with printers. Three years before the papal petition,
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Print, Play, and Gambling Games at the End of the Sixteenth Century
4 Altiero Gatti (publisher),
Il novo bello et piacevole gioco
della scimia, 1588. Etching,
515 × 383 mm. London: British
Museum. Photo: British
Museum.
Giovanni’s name appears in the estate inventory of another printmaker, Altiero Gatti.
According to the document, Gatti owed Giovanni ten scudi, but more pertinently, the
two men seemed to be in partnership, for they owned many plates and prints together
that were located in Gatti’s shop upon his death.23 The jointly owned prints were of
various sizes and kinds: ten copperplate engravings on royal folios, sixteen half sheets,
forty-seven quarter sheets, nine portraits, forty small saints, sixty-six half sheet saints,
and twenty-five coloured half sheets.24 Collaboration between printers such as Gatti
and Giovanni and co-storage of prints would not have been unusual. For example,
in 1553, the leading print publisher in Rome, Andrea Lafreri, formed a partnership
with his rival Antonio Salamanca, perhaps in order to compete with the newcomer to
the Roman print market, Venetian publisher Michele Tramezzino. Upon the official
dissolution of the partnership in 1563, each party agreed to return the prints brought
into the partnership to the respective owner within a period of eight days.25
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The inventory of Gatti’s shop provides insight into not only the relationship
between Gatti and Giovanni, but also the detailed workings of print publishers at the
time. Gatti’s bench and two presses are ‘old’, but his inventory boasts an impressive
number of prints: 780 woodcuts of Rome, 26,000 small saints, 5,300 royal folios of
diverse figures, various books of plants, birds, seasons, more saints, and copperplate
engravings in all sizes.26 Thus, the shared prints with Giovanni represent only a small
portion of Gatti’s overall store. Christopher Witcombe calls Gatti a book publisher, a
libraio, who also issued prints, and Giovanni too published both prints and books, as
evidenced by his 1605 publication Relatione della solenne Cavalcata fatta in Roma alli 17. d’Aprile
MDCV.27 Despite the large number of prints catalogued in his inventory, very few works
feature Gatti’s address. One that does is another game: The New and Beautiful Game of the
Monkey, dated 1588 (plate 4).
Printed game boards at the turn of the seventeenth century such as the Game
of the Garden of Love and the Game of the Monkey were thus, it is evident, invented and
disseminated by artists, engravers, and publishers all working in a network and
close community of collaboration and competition. This community shaped
the significance and impact of printed game boards not only in their production
and distribution, but also by utilizing common sets of rules and a shared visual
vocabulary – which will be elucidated later – as well as employing modes of
organization shared by other prints by these publishers, including diagrams, images
of processions, and maps. As such, the material and visual conditions of print as a
medium influenced the reception and agency of the games. Gerolamo Cardano in
his treatise on gambling, Liber ludo alea, written in 1526 but unpublished until the
seventeenth century, paid close attention to the materiality of playing cards as a
central aspect of their utility, noting that the ancients wrote on parchment, papyrus,
wax tablets, and bark, which all functioned in contrast to the paper required for
cards.28 As David Areford has contended of early prints that lack a clear authorial
voice, the print enables viewers to move, prompting performative responses (in his
case spiritual ones) from active viewers.29 The materiality of print served as an agent
in the system of the game as well, in part by linking players and objects through rules
and visual rhetorics. Each element of game play becomes an actor in the network
of ludic experience: the game objects, the game space, the rules, and the playful
cognitive mode. This network bridges the gap between the ludic and the mimetic,
connecting the creativity of play with the underlying structures that govern images
and representations.30
Playing by the Rules
The Game of the Monkey (see plate 4) is an etching of almost exactly the same size as
Giovanni’s Game of the Garden of Love. The top corners bear the name of the game in
block letters, indicating that the game is not only new and pleasurable to play, but
also visually pleasurable, bello. In the lower left corner, one of the titular monkeys
trumpets from a portal with Corinthian columns leading into the pathway of the
game. Sixty-three numbered spaces, some populated with various symbols and
figures of apes, spiral into a final portal topped by another lute-playing monkey.
Beyond this, in a central pastoral landscape, a group of simians dances in the round to
a bagpipe. Although no known references exist on how to play the Game of the Monkey,
its structure is the same as Lucchino Gargagno’s 1598 engraving The New and Pleasurable
Game of the Goose (see plate 3). Gargagno fills the four corners of his composition with
playful figures wearing loin cloths and caps with feathers; one whimsically covers
his mouth with his hands and stares directly out at the viewer while another chases a
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Print, Play, and Gambling Games at the End of the Sixteenth Century
butterfly. The centre of the Game of the Goose explicates the rules in eleven points, with
beggars seated atop a keg gesturing toward the centre with their wine glasses in order
to solicit favour from the winner whose token would victoriously grace that central
winning space.
Each player of the Game of the Goose (or the Game of the Monkey) starts their token at the
portal at the bottom left. By rolling two dice, players advance through the spiral course
toward the central space that signifies victory, winning the agreed-upon pot of money.
Several spaces have symbols indicating special rules: if there is a goose on the space,
the player doubles their roll; at number six, where there is a bridge, one pays a toll
and advances to the twelfth space; where there is an inn, one pays a fine and remains
on the space; where there is a well, one pays another fine and remains until another
player lands on the space; if the player lands on the labyrinth, he pays another fine and
goes back three spaces; at the prison, the player pays a fine and remains until someone
else rolls the same number; space fifty-eight signifies death, and returns one’s token to
the beginning space of the game. In order to win, a player must land precisely on the
sixty-third space; if the player rolls over, she advances to the sixty-third space and then
counts backwards for the remainder of her roll. Essentially pathway games, the goal of
the Game of the Goose and Game of the Monkey was to advance one’s token to the central space
and claim the prize of wagered money.
The Game of the Garden of Love also describes the rules of the game on the sheet,
including them in the four corners surrounding the space of play.
The present Game of the Garden of Love not only includes pastime but also
recreation and grand amusement for men as for women who play it, and if
they attend to the allegory of it, they see there the meaning of the title.31
The emphasis on allegory in the rules demonstrates a vitally important point for
understanding the cultural significance of the game: the images and symbols
of the game have specific meanings (plate 5), which gamblers were expected to
synthesize and interpret during the course of play. ‘Double ones in each case
starts the game’, state the rules, the double one space corresponding to an image
5 Detail from Giovanni
Antonio de Paoli (publisher),
Il novo et piacevol gioco del
giardin d’amore, 1589–99,
showing ‘Spedale’, ‘Pazzia’
and ‘Speranza’.
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Kelli Wood
6 Ambrogio Brambilla,
Concetto d’un amante uscito
dele pene d’amore, 1575–90.
Etching, 341 × 225 mm.
London: British Museum.
Photo: British Museum.
of fortune, holding her symbolic wheel and a ship’s rudder indicating her control
alone over the fate of the game. As with any throw of doubles in the game, the
player rolls the dice again.32
Players sent to the spaces of ‘hospital’ or ‘rage’ are trapped in those spaces until
someone else enables them to pay their way out.33 If a player throws a four and a one
they land on the image of secrecy, symbolized by a mouse and his private lair. While the
figure of fortune is conventional, the mouse as an emblem of secrecy seems not to be
so, indicating artistic inventiveness in the game’s symbolism.34 The space below it is
labelled ‘T. 4’ standing for ‘take four’, meaning the player landing on this space should
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Print, Play, and Gambling Games at the End of the Sixteenth Century
take four coins from the pot, while the text ‘Va alla speranza [Go to hope]’ indicates the
player should move their token to space XVIIII, marked by an image of naked Hope
holding an anchor, referring to Hebrews 6:19: ‘We have this hope as an anchor for
the soul’. Thus, as players attend to the allegory of the game (as the directions have
instructed), they see that landing on a virtue, secrecy, leads to a profit of four coins and
moves them forward to spiritual hope. Landing on spaces with vices, such as ‘jealousy’
or ‘ungratefulness’, requires players to pay money into the pot and stalls them in the
spaces of the hospital or rage.
The printed page of the Game of the Garden of Love thus functions both pictorially and
diagrammatically, depicting visual symbols and an abstracted structure within which
the representations fit together.35 Some printed diagrams, in particular mathematical
and philosophical ones, functioned more abstractly and non-discursively as cognitive
images, while rebus puzzles merged the pictorial and the linguistic into one.36
Ambrogio Brambilla’s etching, Conceit of a Lover Escaped from the Pain of Love (plate 6), uses
the visual pun of the rebus to create a poem, combining the sound of the words
indicated by symbolic images with other letters to constitute the verse. The puzzle
relies on the practice of reading and the metre of the poem in order to structure the
movement through the printed page and create the meaning of the combined images.
In the case of the Game of the Garden of Love, the system of the game’s rules provides a
discursive mode in order to read these images and make connections between them
non-linearly, enabling both physical and imaginative movements across the space
of the game board and within the represented space of the titular garden. Two rolls
of double sixes end the game by first moving the player’s token to the space labelled
‘honour’, and then into the central garden passing under the statue of liberalità, meaning
‘bounty’ or ‘liberality’, thus winning the player the pot of money (see plate 1).37 As it is
the virtues that propel the player forward to win, the concluding inscription ‘Abandon
all virtue ye who enter here’ seems an odd proclamation. Is the winning player able
to abandon virtue as they triumphantly enter the garden of courtly pleasures? Or is
the phrase a kind of warning, an invective against losing virtue through an excess of
gambling and leisure?
Moralizing the Game
The diagrammatic game board, in concert with its discursive system of rules, in fact
constructs a space for both options, enabling players to perform virtue while enjoying
the pleasure of gambling.38 In The Divine Comedy, in Canto III of the Inferno, Dante sees
the inscription ‘Abandon all hope ye who enter here’ as he follows Virgil through the
gate into hell, after which he will be conducted on to purgatory, imagined as a series
of terraces circling a mountain. At its summit lies the garden of Earthly Paradise,
only reachable after sins have been fully purged.39 For early modern viewers, gardens
(in particular walled gardens) were polysemous. Their use as spaces for pleasure
connected them closely with narratives of courtly love such as the garden as locus
amoenus in Francesco Colonna’s Hypnerotomachia Poliphili or the Roman de la Rose.Yet they
served simultaneously as integral tropes for biblical exegesis through their association
with the Garden of Eden or Marian hortus conclusus.40 A book published in 1590 by
Vittorio Baldini in Ferrara provides a moralizing framework for understanding the
sphinxlike inscription in the Game of the Garden of Love. The text Garden of Love, written by
the rather obscure author Diomede Nardi da Bertinoro, uses the trope of the garden
to consider the nature of love in a philosophical and Christian paradigm.41 Book II
focuses on the Christian conception of love, including chapters such as ‘God teaches
the way to love perfectly’. Here, Nardi introduces a repeated trope of comparing God’s
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7 Jacopo Ligozzi, The Allegory
of Fortune, c. 1580–1600.
Oil on panel, 46 × 27 cm.
Florence: Galleria degli Uffizi.
Photo: Art Resource.
love to gold, with chapters such as ‘That to love God is
truly Gold’ and ‘How God persuades in many ways he
who buys the gold of love’.42
Through this religious reading, the garden in the
centre of the Game of the Garden of Love would be a reference
to the heavenly paradise achieved through virtuous life,
with the greed or lust for material gold transformed into
love of God on the virtuous path. At the same time, the
actual coins gambled could be a reminder of the folly
of fortune, as in an oil painting of The Allegory of Fortune c.
1580–1600 by Jacopo Ligozzi (plate 7), in which some
coins enter and other gold coins deflect off the narrow
mouth of the vase cradled by Fortune’s right arm, unable
to be collected. On the right of the painting an hour
glass is presented to Fortune on a platter, an indication
of the fleetingness of life, whilst her gaze turns upward
toward heaven, the ultimate goal of a virtuous life. The
Game of the Garden of Love, then, in its teaching of virtues
and vices, could be construed as a didactic tool warning
against the vice of gambling itself.43
In 1616, Bishop Angelo Rocca – humanist, librarian,
and once head of the papal printing office – wrote
a treatise against card and dice games in which he
recommended only chess as a worthy means for the
mind to flee boredom.44 Nearly all printed board games
from the end of the sixteenth century, however, claim
that they are free from vice and well suited to mental
recreation. Ambrogio Brambilla’s Game of Plucking the Owl (see plate 2) is similar to the Game
of the Garden of Love both in format and in course of play, and the rules Brambilla outlines in
the four corners surrounding the space of play emphasize it as a befitting entertainment.
This page presents the beautiful game to pluck the owl, come to light now.
With which if it pleases you to flee boredom, you can entertain yourself
sometimes with it. But one should not think that to play for vice is permitted,
for it is not. But if you spend your time wisely, play for fun and win if you can.45
This introductory text defends the game against the immorality of gambling by stating
that it should only be played for fun in free time, after one has already spent time wisely.
It employs the same language in favour of the game, ‘to flee boredom’, as Bishop Angelo
Rocca would use to defend chess decades later. This is notable given that Brambilla’s is the
only game to bear the mark of its inventor, rather than just the publisher, for Brambilla’s
monogram is visible in the central scene next to the publisher’s address: ‘Romae Baptise
Parmensis formis 1589’.46 Similarly, in Ulisse Aldrovandi’s six-page account of the rules
of the game of the goose in his encyclopedia of games, he states that while it is purely a
game of chance, it was invented for pleasure and play, not for illegal purposes.47
Seventeenth-century Sicilian chess player and historian Pietro Carrera records that
Francesco de’ Medici sent a game of the goose board as a gift to King Philip II of Spain.
Game boards created out of exotic luxury materials were popular with the Medici
family and made ideal gifts because of both their materiality and their ability to impart
novelty and entertainment to foreign recipients, so the board sent to Spain may have
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Print, Play, and Gambling Games at the End of the Sixteenth Century
8 Unknown artist, chess
and goose game board from
Gujarat, late sixteenth
century. Ebony, ebonized
wood, ivory, horn and gold
wire, 2.9 × 41.9 × 43 cm. New
York: Metropolitan Museum
of Art. Photo: Metropolitan
Museum of Art.
© Association for Art History 2019
been one of the inlaid ebony and ivory boards created in Gujarat for export to foreign
markets (plate 8). The gift, according to Carrera, inspired the creation of an emphatically
moralizing and spiritual version of the game called the Courtly Philosophy Game.48 Alonso
de Barros wrote a text called the Moralized Courtly Philosophy which allegorized life at court
as a game and described its meaning, significance, and rules.49 While a game board does
not survive alongside the first edition of the text, a later edition was printed in Naples,
and an associated gameboard, the Courtly Philosophy Game, contains both Italian and
Spanish instructions and bears the signature of a printmaker active in Rome and Naples,
Mario Cartaro (plate 9).50 Cartaro worked in the same circle as Giovanni and Gatti in
Rome, collaborating at times with Antonio Lafreri, until he moved to Naples in 1586
to complete maps of the Kingdom.51 Like the Game of the Goose, the Courtly Philosophy Game
consists of a large spiral of sixty-three spaces, entered through a portal in the lower-
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Kelli Wood
9 Mario Cartaro (printer),
Filosofia cortesana de Alonso
de Barros, 1588. Engraving
and etching, 531 × 404 mm.
London: British Museum.
Photo: British Museum.
left corner and ending with a central vignette. De Barro’s text indicates that the game
represents an austere year of a courtier’s life, and the central scene of Cartaro’s print
shows that the end of the journey consists of either the ‘sea of suffering’ for a sinful life
or the ‘palm of victory’ for the moral and successful contestant.52 A swan perches atop a
skull on the entry portal and blows into a horn to produce the Delphic aphorism noscete
ipsum, ‘know thyself’, reminding players of their mortality (plate 10). The entry portal
asks the player to look to the end of the game and the sea of suffering. De Barro notes in
the text that the player must be temperate, neither arrogant in success, nor a sore loser
in defeat.53 Players can double their advancement in the game by landing on spaces of
bulls carrying the phrase ‘Fruits of just labour are honourable, useful, and enjoyable’.
Each game therefore provides a pretext for gambling: the Game of the Goose and the
Game of Plucking the Owl are for everyday recreation of the mind and fleeing boredom,
while the Courtly Philosophy Game imparts spiritual wisdom. In 1585, Tommaso
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Print, Play, and Gambling Games at the End of the Sixteenth Century
10 Detail from Mario Cartaro
(printer), Filosofia cortesana
de Alonso de Barros, 1588,
showing entry portal.
Buoninsegni, theologian to the Medici family, wrote an apologetic treatise on
gambling dedicated to Eleonora da Toledo, no doubt to excuse the pastime that was
so beloved by her.54 For Buoninsegni, the mechanism of chance in gambling games is
a function of the ‘infallible providence of God’ and ‘divine will’ and as such cannot
be a mortal sin if exercised in prudent moderation.55 Moreover, he notes if one plays
games of chance ‘not principally for profit, but to pass time, that one does not sin […]
because one does so not for an end in itself, but for stimulation and for the recreation
of the soul’. He even goes so far as to claim that gambling ‘can be a virtuous act’.56 The
inscription ‘Abandon all virtue ye who enter here’ in the central space of the Game of the
Garden of Love, if taken in light of Buoninsegni’s treatise, cautions the player against the
perils of the won money, while the apparatus of the symbolic virtues in the outer ring
of the game board asserts the game’s rectitude. Starting with Fortuna and landing on
spaces such as Hope, the game reveals the divine force behind the dice. By culminating
with the virtue of liberalità the game board prompts the player to virtuously deal with
their won money, not with avarice, but with magnanimous generosity.
Mapping Play
As much as the images, symbols, and rules of printed board games effect their
meaning, engagement with these objects is also influenced by their visual similarity to
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Kelli Wood
11 Unknown artist
(Ambrogio Brambilla?),
The Seven Churches of Rome,
1575. Etching and engraving,
39.7 × 50.9 cm. New York:
Metropolitan Museum of Art.
Photo: Metropolitan Museum
of Art.
© Association for Art History 2019
period maps and prints evoking journeys and processions.57 In Maps as Prints in the Italian
Renaissance, David Woodward identified the features of what he called a copperplate ‘map
aesthetic’ constituted by a high degree of line definition, precise measured boundaries,
and the addition of textual annotation and labelling.58 Moreover, Woodward asserted
that this aesthetic carried over to other kinds of prints both in how they appear and
by influencing how they were used. Late sixteenth-century game boards created
on copperplate feature each characteristic of Woodward’s map aesthetic as well as
employing organizational schemes similar to prints depicting journeys, including
pilgrimages and ceremonial processions. The aesthetic and organization of these games
not only facilitated their operation as ‘maps’ within which players navigate interwoven
images, but also thematically reinforced their narratives as symbolic journeys.
The arched entryway at the beginning of Gargagno’s Game of the Goose most readily
reads as a pergola and the game symbolically maps the movements of a pleasure
garden: the winding movements the player makes around the game board mirror the
enjoyable, ambling movements through a garden or labyrinth of vegetation. On another
level, however, the game also suggests a portal beginning an intra-urban journey, with
references to stops including symbols of a bridge, an inn, a prison, and a well. Journeys
evoking urban and natural landscapes in the form of processions and pilgrimages were
frequently the subject of diagrammatic prints in the sixteenth century. For example,
an anonymous print published by Lafreri, The Seven Churches of Rome, dating to 1575 in
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Print, Play, and Gambling Games at the End of the Sixteenth Century
12 Gaspar de Albertis, Roman
Triumphal Procession, 1603.
Engraving, 55.7 × 78.5 cm.
Chicago: University of
Chicago Special Collections.
Photo: University of Chicago
Special Collections.
© Association for Art History 2019
honour of the Jubilee of Gregory XIII, also depicts an urban journey (plate 11). The
print shows processions of Jubilee pilgrims around Rome, highlighting the four Papal
Basilicas. It was included in the Speculum Romanae Magnificentiae, the print series depicting
notable artworks, architectural scenes, and monuments of Rome meant to be collected
by visitors and locals alike and collated into albums.59 Another engraving in the Speculum
Romanae by Antonio Tempesta, published by Gaspar de Albertis in 1603, of a Roman
Triumphal Procession (plate 12) features a winding procession of figures extending from
a portal in the lower right corner of the page and provides the viewer with a labelled
cast of characters to follow through the streets of Rome. Just as the viewer of The Seven
Churches of Rome or the Roman Triumphal Procession trails figures imaginatively into Rome
through city gates and arches, players of the Game of the Goose imaginatively entered the
space of the game through the portal and reinforced this action by moving their token
through the pathway of play; both prints required a mental habitus for understanding
informational mapping and symbolic space. As Silvia Mascheroni and Bianca Tinti
have suggested, the sixty-three spaces of the Game of the Goose represented sixty-three
years of life.60 Gargagno’s print thus maps that lifespan as a quotidian journey through
and between different spaces, and although the chance of the dice varies the player’s
stops on the path, the journey is dictated by the linear movements along the pathway.
The Courtly Philosophy Game, with its similar diagrammatic structure but thematically
moralizing message, might be similarly read as a map for a kind of virtual pilgrimage
that begins with the memento mori reminding the player that the important journey is the
one toward eternal salvation. Its creator, Mario Cartaro, was an active map-maker, and
the Courtly Philosophy Game reflects some elements of maps, particularly its sea monsters
reminiscent of those inhabiting the waters of portolan charts.61
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Kelli Wood
13 Floriano dal Buono, Il
Nuovo Gioco dell’Honore,
1630–47. Etching,
386 × 558 mm. Bologna:
Biblioteca Universitaria di
Bologna. Photo: Author.
The analogy of the game board as a symbolic map is further supported by another
style of board game that visualizes the game path like a route up a steep hill, somewhat
like the path through Dante’s Purgatorio. An etching dating to the 1630s of a game titled
The New Game of Honour by the Bolognese printmaker and painter Floriano dal Buono
(plate 13) depicts a kind of path game with an entry portal in the lower-right side of the
sheet with numbered spaces on the path of play.62 The game proceeds along a tree-lined
switchback route up a mountain in the hilly landscape, with figures of virtues and
vices occupying spaces on the board – fear, tiredness, laziness, apathy, industriousness,
prudence, as well as spaces for a hearth and a tower of virtue. The object of the game
is to ascend the mountain and reach the summit, signified by a villa and a statue of
Honour, with the virtues advancing players up the mountain and the vices sending
players back down. In Bologna, similarly, pilgrims frequently ascended the Monte
della Guardia to reach the Sanctuary of the Madonna of San Luca, stopping along the
way to pray and give tributes. In this way the journey visualized in the Game of Honour
would have visually translated the physical journey of the pilgrimage into the symbolic
journey of the game. Early modern pilgrims readily accepted such implementation of
one kind of topography in place of another, for example, through mental and physical
movement through representations of the sites of Bethlehem and Jerusalem at the
Sacro Monte di Varallo.63
An etching by Matteo Florimi also visualizes a courtier’s life journey through a set
of symbolic steps wherein the player profits from virtue and suffers from vice (plate 14).
A young man ascends a short staircase at the right to enter the court through a portal
of honour, lifted up by hope and ambition, only to descend a longer staircase of vices
at the left and be ejected from the court as an impoverished elderly man, as hope flies
away. Numerous books including Dante’s Divine Comedy and allegorical romances such as
Piers Plowman, Le Pèlerinage de la vie humaine, and Roman de la Rose employed textual strategies
of symbolic journeys with characters representing virtues and vices guiding the way.
In this context, the Game of the Garden of Love also reads as a map for a symbolic journey,
guided by virtues and vices like Florimi’s print.
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Print, Play, and Gambling Games at the End of the Sixteenth Century
14 Matteo Florimi, Chi non sa
impari, c. 1585–90. Etching,
39.5 × 50.6 cm. Austin: The
Harry Ransom Center,
University of Texas at Austin.
Photo: The Harry Ransom
Center.
© Association for Art History 2019
A closer look at the central scene of Giovanni’s the Game of the Garden of Love reveals
that the villa and garden pictured is not a purely imaginary structure, but evokes
the Villa Medici in Rome in its façade and the structure of the garden, which would
have been a recognizable landmark for both locals and visitors interested in touring
Rome’s architecture. This is visible from a comparison with an image from Roman
printmaker Giovanni Battista Falda’s view of the Villa Medici (plate 15). Figures of
couples, gardeners, dogs, and groups of men, women, and children all mill about the
space of the garden in the same meandering fashion as the figures entering the Game
of the Garden of Love. Falda’s print also numbers important sites around the garden and
provides labels at the bottom of the page, inviting viewers to visually circumambulate
the printed garden in the same way players moved around the printed game board.
The space of the Game of the Garden of Love thus seems to map for a courtly journey
in a pleasure garden, as even the structure of the Game of the Garden of Love uses the
architectural vocabulary of the balustrade to separate the spaces between the virtues
and vices, a hint that the players are navigating an outdoor staircase in order to
access the central garden. Moreover, the print provides a reminder of an important
site in Rome and gives a kind of virtual access to the pleasure garden of the Medici
family, similar to the kinds of maps and views included in the Speculum Romanae, and
both the large size of the print and its participation in the map aesthetic also makes
it comparable to the kinds of works collected in the Speculum Romanae. Printed game
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15 Giovanni Battista Falda
and Giovanni Giacomo De
Rossi (publisher), View of
the Villa Medici, after 1677.
Etching, 23.2 × 42.8 cm. New
York: Metropolitan Museum
of Art. Photo: Metropolitan
Museum of Art.
boards organized knowledge both by evoking structures similar to other printed
works and by opening spaces for virtual journeys – quotidian, spiritual, and courtly.64
The diagrammatic games created new structures within which to imagine these
aspects of lived experience, employing both the material of the print and the play of
the game itself in order to make meaning.
Playing with Fortune
While games like Game of the Goose, Courtly Philosophy Game, the Game of Honour, and the
Game of the Garden of Love were apt for moral or virtuous interpretation, they were still
most powerfully in conversation with and a response to the widespread culture
of gambling.65 Numerous inquisition records, laws against gambling, and records
dealing with the management of public spaces all indicate the widespread practice
of gambling on the street and in the tavern, and print culture – including printed
playing cards – contributed greatly to the spread of information and nodes of
interaction in these spaces.66 Evelyn Lincoln, in her recent work on print culture
in early modern Rome, has persuasively argued that book publishers characterized
their readers as avid collectors and organizers of knowledge as reflected in popular
new genres of printed works, including pilgrim guidebooks, Gregorian calendars,
and lives of saints. Rosa Salzberg in her work on Venetian ‘cheap prints’ has
demonstrated how printed objects functioned through orality in a society of porous
literacy and found a home amongst the poor and rich.67 Printed gambling games
were central aspects of this material culture, able to function on the street and in
the salon, not necessitating literacy but rather functioning through their symbolism
in an oral culture. The space of the tavern hosted simple dice and board games as
much as, if not more than, the salon – few of these game boards survive because
they were pasted down on tables in taverns, gambled on, and then pasted over when
they were worn out.68
Beyond the tavern, aristocratic audiences had a particular penchant for gambling
games. Letters written in 1585 between Philip II’s court jester Gonzalillo and Francesco
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Print, Play, and Gambling Games at the End of the Sixteenth Century
I de’ Medici confirm Pietro Carrera’s later assertion that a game of the goose was sent
from Florence to the Spanish court. Gonzalillo laments that the prince, his daughter,
and court painter Luis Tristàn lost forty scudi playing it, and a letter dating just a day
earlier from Philip II to his daughter Catalina mentions that his other daughter learned
the game from Gonzalillo.69 Cosimo de’ Medici, and in particular his wife Eleonora
da Toledo, were notorious gamblers, participating in gambling not only as a diverting
pastime, but also as a political activity to demonstrate their fortitude in taking risks, as
Nicholas Baker has recently claimed.70 Alongside its predisposition for all manner of
sport, Duke Alfonso II d’Este’s court in Ferrara also played gambling games, frequently
entertaining visiting guests with cards. A Florentine ambassador to Alfonso II’s court
noted the particular role of women participating in merrymaking in his salon:
no one can withstand the stamina of the countess in the Salon of the Duke,
in which they banquet twice a day and party always until the tenth hour,
chatting, playing games, drinking and dancing continually, until Don Alfonso
finally went to bed.71
Venetian composer Giovanni Croce imagines a scene of noble men and women playing
a game of the goose match in his Triaca musicale, first printed in 1595.72 Literally ‘musical
anecdotes’, these were to be sung in masquerade during carnival, and one madrigal
written for six voices imitates a group of men and women playing the game of the
goose.73 The male singers begin by describing their location, a ‘noble place’, and ask
the women what kind of game they want to play. The women respond, ‘Giochiammo
all’Occa’, ‘Let us play the game of the goose’, and the song proceeds. The players ante
up, the first lady to play rolls a nine, the luckiest combination on the first try. All the
ladies who play have similarly good luck landing on geese, while the men have bad
luck, landing on the inn, the well, and death. Finally, a lady wins the game and the
group celebrates with a song honouring love: ‘E noi per farle honore, Cantiamo a
tutte l’hore, Viva viva viva l’amore’, ‘And we honour you/ Let us sing/ Long live love /
Long live love’.74 The rhetoric of Croce’s depiction of the game is clear: a polite game,
the women must win in the name of courtly love. Although both men and women
participated in gambling, women’s gambling received considerably more moral
concern and resulted in different treatments both in art and literature.75
Gambling games on paper had a long history as part of entertainments in salons
and taverns starting from the mid-fifteenth century, including dice games and tarot
cards, which combined fortune-telling with strategic and chance play. As Suzanne
Karr Schmidt has shown, by the end of the fifteenth century the combination of
chance and divination in play extended into the realm of fortune books, especially
those printed in Germany and Venice in the first half of the sixteenth century.76 Such
works as Lorenzo Spirito Gualtieri’s Book of Lots, completed in 1482 and reprinted
many times over the next century, and Sigismundo Fanti’s Triumph of Fortune, first
printed in 1526, functioned as a combination of astrological guide and parlour
games, with sections on the celestial spheres and the prophets as well as divinatory
dice games related to wheels such as the ‘Sphere of the Sun’ (plate 16).77 Jessen Kelly
has demonstrated that wheels in these fortune books were visually evocative of the
rota fortunae, king one day and disgraced the next; the turning of fortune’s wheel,
representing the vicissitudes of the earthly realm, visually instantiated the forces that
governed the player’s lives – celestial, political, and sacred.78 Players asked common
questions about their health and wealth, and then they followed the book through
a series of wheels, dice throws, and sayings of prophets to finally find their listed
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Kelli Wood
16 Detail of Lorenzo Spirito,
Libro de la ventvra di Lorenzo
Spirto con somma diligentia
reuisto & corretto & da
assaissimi errori espurgato
che nelle prime stampe si
trouauano, Venice: Venturino
de Roffinelli, 1544, f. 2,
showing ‘Sphera del Sole’.
proverb to answer their query. The Game of the Garden of Love and the Game of Plucking the
Owl visually evoke these earlier fortune book games, sharing their structure of a central
image surrounded by an outward radiating wheel of symbols and text with directions
for the player, as well as similarly using a mechanism of chance to direct the viewer’s
engagement with the print. Moreover, these games reinforced the importance of
fortune in the practice of daily life. A popularly disseminated etching by Ambrogio
Brambilla titled the Tree of Fortune c. 1575–90 (plate 17) makes visible these commonplace
ideas. Fortune sits atop a globe representing the world, with her drapery blowing in
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Print, Play, and Gambling Games at the End of the Sixteenth Century
17 Ambrogio Brambilla and
Lorenzo Vaccari (publisher),
Arbore dela fortuna, c. 1575–
90. Etching, 250 × 189 mm.
London: British Museum.
Photo: British Museum.
the wind to signal her unpredictability. Mankind gathers below the tree to collect the
offerings of Fortune: some are blessed with riches, coins, jewels, and crowns, while
others are afflicted with misfortune, stabbed by swords and threatened by falling
rocks and knives. A poem at the bottom of the print concludes, ‘Do not be pained
that chance looms above us, so long as it does not thunder death’, which reminds the
viewer of their lack of control over one’s fortune, as well as trivializing minor ups and
downs in comparison to mortality.79
These games – including printed game boards, fortune books, and parlour games
– provided not only the physical substrate, but also the intellectual apparatus, for
interpreting the meaning of not only images, but life. People of all classes participated
in lotteries, using various strategies such as talismans to influence their fortune, while
others used the chance mechanisms of books like Spirito’s Book of Lots or Fanti’s Triumph
of Fortune in an attempt to access a glimpse of their future.80 Francesco Marcolini’s The
Fortunes... Titled the Garden of Thoughts, published in Venice in 1540 and again in 1550,
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Kelli Wood
continued the tradition of divination games, using configurations of cards rather than
dice as the vehicle for chance.81 The title page (plate 18) illustrates Marcolini’s games as
taking place in a garden, evoking similar imagery as the Game of the Garden of Love: groups
of men and women in classicizing garb gather in a landscape and under a partially
covered archway with columns. The woodcut bears the signature of Giuseppe Porta in
the cartolino, but the design closely resembles that of an earlier engraving by the school
of Marco Dente in Rome, some think affiliated with Marcantonio Raimondi.82 The
figures in Dente’s original image are meant to be scientists: they gaze up towards the
heavens with an armillary sphere and down at a scientific manual. In Porta’s woodcut,
18 Francesco Marcolini, Le
sorti intitolate giardino d’i
pensieri, Venice: Francesco
Marcolini da Forli, 1540, f. 1r.
Printed book with woodcut
illustrations, 31 × 22 × 2.3 cm.
New York: Metropolitan
Museum of Art. Photo:
Metropolitan Museum of Art.
© Association for Art History 2019
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Print, Play, and Gambling Games at the End of the Sixteenth Century
19 Reprint of Giuseppe
Porta, ‘Veritas’, 1550, in
Francesco Marcolini, Le
sorti intitolate giardino d’i
pensieri, Venice: Santini, 1784.
Engraved book, printed on
paper. Chicago: University of
Chicago Special Collections.
Photo: University of Chicago
Special Collections.
the imagery in the scientific manual has been replaced
by fortune-telling card diagrams from the titular The
Fortunes... Titled the Garden of Thoughts, accompanied by a
deck of tarot cards. The garden scene, thus, functions
dually in Porta’s image by using the armillary sphere to
reference the astrological side of astronomy, while the
book and tarot cards signal its relationship with chance
and divination – a liminal space for imagination.
Marcolini’s game incorporated allegorical symbols
of human characteristics such as Vanity, Defect, Truth,
Knowledge, and Nobility – similar to the virtues and
vices in the Game of the Garden of Love. Truth, Verita, takes
the form of an emblem (plate 19), a combination of a
symbolic scene and a written motto. The Latin phrase
veritas filia temporis (Truth, daughter of Time) appears
on a banderole held by Truth, who emerges from a
rocky cave or well in the landscape, pulled out by her
father Saturn, symbol of time, while a harpy struggles
to push her back in. This ancient mythological trope
was known through such popularizations as Vincenzo
Cartari’s 1556 dictionary of ancient mythology, The
Images of Gods and the Ancients.83 Treatises on parlour games
frequently incorporated the interpretation of these kinds
of symbols and emblems. Alongside lively conversation,
Baldassare Castiglione includes the creation of imprese, or
emblems, as one of the recreations often enjoyed in the
salon of Elisabetta Gonzaga, while in Ascanio De’ Mori’s Pleasant Game, players verbally
create a garden containing a symbolic animal and invent for it a motto and a madrigal
or poetic verse – similar to Marcolini’s inclusion of allegorical images in his garden
game of chance.84
Giorgio Vasari in his Lives of the Artists specifically mentions Marcolini’s book, calling
it a ‘marvellous work’ with ‘very beautiful figures’.
And who does not marvel at the works of Francesco Marcolini da Forlì?
Above all others is the book The Garden of Thoughts, printed in wood, featuring
an astrological sphere from the design of di Giuseppo Porta da Castelnuovo
della Garfagnana. The book presents many fantastical figures: Fate, Jealousy,
Calamity, Timidness, Praise, and many similar things that were done
beautifully.85
Vasari’s incorporation of Marcolini’s game into his consideration of the Lives of the
Artists suggests that popular printed images including games were also considered in
the visual realm of the arts. The social events surrounding the play of these gambling
games in aristocratic salons or gatherings of erudite academies relied on an oral culture,
including parlour games, which reinforced and taught a visual and cultural literacy.86
As Pat Simons and Monique Kornell have noted, the Roman Accademia della Virtù, a dining
and drinking academy that gathered during carnival, held a weekly ‘Game of Virtue’,
complete with elected mock nobility and a competition of literary compositions – an
example of how games functioned in an economy of satire and parody.87 Other parlour
games from the mid- to late sixteenth century include the ‘game of painting’ which
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Kelli Wood
encouraged players to debate the merits of painting vs. sculpture, or design versus
colour.88 These parlour games could be a didactic activity, one that created a shared
visual and linguistic vocabulary for understanding images. The kinds of emblems and
images mentioned in parlour games relate to the allegorical images employed in games
of chance like the Game of the Garden of Love, giving players a visual vocabulary and a shared
way of interpreting the multivalent fortune-based imagery featured on these game
boards, objects whose purpose was to elicit and entice play.
Imagery and Parody in Play
20 Detail from Altiero Gatti
(publisher), Il novo bello et
piacevole gioco della scimia,
1588, showing simian.
21 Detail from Lucchino
Gargano (publisher), Il novo
bello et piacevole gioco dell
ocha, 1598, showing space 58.
22 Detail from Altiero Gatti
(publisher), Il novo bello et
piacevole gioco della scimia,
1588, showing space 59.
© Association for Art History 2019
In his discussion of the Game of the Goose and the Courtly Philosophy Game, the historian
Carrera noted that witty men build upon original inventions to create inventions
anew. Indeed, as is clear amongst printmakers and publishers such as Giovanni, Gatti,
Brambilla, and Cartaro, printed game boards built upon, changed, and innovated
from other existing games. The rules of the Game of the Garden of Love describe its play in
comparison to the Game of the Goose, while the game produced by Giovanni’s publishing
collaborator Altiero Gatti, the Game of the Monkey, also engages in intervisuality with
other games. These objects demonstrate a shared visual culture of citation and
invention that uses visual wit and parody in order to elicit not only the play of the
game, but also playful visual readings of the objects.
Altiero Gatti printed the Game of the Monkey in 1588, the same year as Cartaro’s
Courtly Philosophy Game. It replaces the memento mori of the Courtly Philosophy Game’s
entryway with a trumpeting monkey, and the sea of suffering with a scene of
simians partially clothed in boots and jewellery as they dance to the music of a
bagpipe. The monkeys inhabit the same spaces of play as the geese in standard Game
of the Goose boards by humorously engaging with the imagery. For example, the image
of the bridge shows two monkeys fighting with swords and shields, and in the ninth
space of the board – the most advantageous first roll as demonstrated in Croce’s
Triaca musicale – the goose is replaced by a monkey exposing his behind to the viewer
(plate 20), an image denoting mockery dating back to the margins of medieval
manuscripts.89 The fifty-ninth space of Gargano’s the Game of Goose shows a goose
looking back at the space behind it, lifting his wings in defiance, having bested
death (plate 21). Gatti’s monkey in the fifty-ninth space too looks back at the figure
of death, mockingly holding a mask in front of his face toward the skeleton, thereby
making the figure of death seem frightened by the mask, rather than menacing to
the viewer (plate 22).
Monkeys exemplified early modern concerns with mimicry and imitatio because
they were understood to imitate human behaviour without understanding its
meaning.90 For example, Giulio Cesare Capaccio’s treatise on emblems, Delle imprese
– a book in fact owned by Gatti – gives as the motto for the simian, ‘He who seeks
to imitate others often remains himself the only one fooled’.91 Humorous artworks
often used monkeys to parody human behaviour, thereby signifying a carnivalesque
475
Print, Play, and Gambling Games at the End of the Sixteenth Century
23 Niccolo Boldrini (after
Titian), Caricature of the
Laocoon in the form of
apes, c.1540–45. Woodcut,
275 × 402. London: British
Museum. Photo: British
Museum.
© Association for Art History 2019
inversion, the world turned upside down, as in Niccolo Boldrini’s woodcut after
Titian wherein monkeys replace the figures of the Laocoön (plate 23). Accordingly,
the kinds of imagery employed in games like the Game of the Monkey engaged in a
sophisticated way with a visual culture of polyvalent meaning that included high art
and popular culture.92
The eighteenth and nineteenth spaces of Gatti’s game board, traditionally the spaces
of a goose and an inn, are again replaced with monkeys (plate 24). The goose is replaced
by a simian Mamluk traveller, whilst in the background behind the inn, monkeys
mirror the actions of the players gathered around the game board. Some purchasers
of Game of the Monkey prints may have been travellers themselves. When pilgrimages
revived following the Sack of Rome in 1527, tourists became interested in collecting
the classical antiquities of Rome through printed maps and views of monuments in
the Speculum Romanae,93 and the thousands of small prints of saints and views of Rome
recorded in the inventory of Gatti’s workshop indicates that he was creating prints
for these pilgrims and tourists.94 Many of these printed game boards could also have
been sold not only to locals, but also to the tourists and pilgrims coming to Rome, as
an audience who might want to pass some time away during their travels. They could
potentially see themselves in the image at the gaming table – the exotic Mamluk
monkey traveller as the inversion of the Christian on pilgrimage to Rome.
The bagpipe-playing monkey in the central vignette of Gatti’s print also contributes
to the playful inversion in the game. The bagpipe epitomized both lay excess and a
witless demeanour, especially after its use in Sebastian Brant’s Ship of Fools to represent
folly, the loud-mouthed inconsistent bagpipe symbolizing foolish proclamations.95
The Game of the Monkey, then, humorously inverts moralizing games like the Courtly
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Kelli Wood
24 Detail from Altiero Gatti
(publisher), Il novo bello et
piacevole gioco della scimia,
1588, showing simian traveller
and hosteria.
Philosophy Game as a carnivalesque pilgrimage, a journey
now undertaken by imitative, foolish monkeys. What’s
more, it is clear that Gatti himself was in on the joke.
His address appears in the lower-right corner of the page
alongside ornamental vine work (plate 25). If one looks
closely, several small mice crawl on the vines, and a
cat perches uneasily on top, back arched and eyes wide
in fear. The world turned upside down continues: the
cat is afraid of the mouse. Moreover, the Italian word
for cat, gatto, plural gatti, was also the publisher’s name.
Altiero Gatti is then rendered with playful inversion in
the ornament alongside his address, figuring himself as
the scared cat. The imagery, aesthetic, and materiality of
Game of the Monkey all reify the print’s purpose as a game
by linking its ludic and representational functions; the monde à l’envers narrative guides
the player through the game board, humorously reinforcing the playful purpose of the
object until the end of the game.96 At the centre of the board next to the final space, the
back of a cat is visible nestled in vines while a mouse balances uneasily at the top: when
the game concludes, the world is righted.
Conclusion
The richness and multivalence of the imagery in the Game of the Garden of Love, like that of
other printed games at the time, is grounded in its purpose as an object of play. The witty
twist of Dante’s phrase into ‘Abandon all virtue ye who enter here’ signifies dually. On
the one had the game was legible, or at least defensible to inquiring eyes, as moralizing
and didactic; the ‘Abandon all virtue’ served as a warning like Dante’s inscription at the
gates of Hell, the central garden resonated with a heavenly paradise like Nardi’s The Garden
of Love. But the object was still a gambling game, men and women still wagered, won, and
lost quattrini rolling the dice on the paper surface of the print as it was pasted down to a
table. The title itself exalts the pleasure of the game, and many of the virtues therein –
courtliness, music, nobility, fidelity, elegance – would be just as useful in the conquest
of courtly love or social ambition as in the strive toward eternal salvation. And in fact the
space of ‘Nobility’ itself sends the player into the winning centre of the game and liberalità,
the appropriate generosity suggested for the winner of the prize money. The rhetorical
aim of the Game of the Garden of Love is the same as Buoninsegni’s treatise on gambling:
to rationalize the gambling of aristocrats and the nobility while simultaneously
condemning the same activities by the poor, lauding the possible virtuosity of gambling
by those who do not need to earn money from it. ‘Abandon all virtue ye who enter
here’ not only cautions the player against the perils of the won money, but when read in
conjunction with the symbolic virtues in the outer ring of the game board, creates an
apologetic for aristocratic gambling. The journey the player takes is a pleasurable path
through the gardens of a noble villa, and the player and purchaser of the print, like others
included in the Speculum Romanae, gains virtual access to that privileged space.
Making rules, taking bets, finding fortunes, dictating morals, and mapping
journeys: early modern printed game boards engaged early modern viewers visually,
materially, and performatively, creating meaning through play and parody, signs and
symbolism. The diagrammatic printed surface of the game board corresponded with
a web of printed materials relying upon shared modes of reading and interaction,
utilizing common structures and imagery. Printed game boards at the end of the
sixteenth century in Italy mapped the various valences of life’s journey in a new space
© Association for Art History 2019
477
Print, Play, and Gambling Games at the End of the Sixteenth Century
25 Detail from Altiero Gatti
(publisher), Il novo bello et
piacevole gioco della scimia,
1588, showing signature.
open to both morality and fun: the popular, quotidian, and intra-urban in the Game
of the Goose and the Game of Plucking the Owl, the moral and spiritual in the Game of Honour
and the Courtly Philosophy Game, and the aristocratic in the Game of the Garden of Love. The
publisher Baldini used several devices, but the one paired with Nardi’s The Garden of Love
book provides a lens for interpreting games as simultaneously potentially moralizing
and as pleasurable activities of chance. A blindfolded putto throws three dice onto a
table under the motto Sorte tandem, ‘Ultimately, chance prevails’. Players of the Game of the
Garden of Love, like so many Romans in the sixteenth century, took a practical approach
to fortune, enjoying the morally questionable activity of gambling without abandoning
the path toward spiritual salvation, not ignoring virtue, but ultimately letting fortune
prevail: chancing it.
Notes
Versions of this paper were first presented in March 2016 at
both the Center for Advanced Study in the Visual Arts at the
National Gallery of Art in Washington, DC and the ‘Renaissance
Games’ panel at the RSA conference in Boston, and this work
has benefited greatly from the formative feedback I received
there. I also give thanks to the anonymous reviewers as well as
my colleagues at the Society of Fellows and History of Art at the
University of Michigan for their valuable input. I am especially
grateful to Jonathan Bober, Sean Roberts, Pat Simons, Chris
Zappella, and Rebecca Zorach for their intellectual support.
1
Giorgio Roberti, I giochi a Roma di strada e d’osteria: dalla ‘Passatella’ alla ‘Morra,’
dalla ‘Ruzzica’ alla ‘Zecchinetta’: più di 400 modi per divertirsi ricostruiscono il vivace
© Association for Art History 2019
2
3
e popolare spaccato della Roma d’una volta, Rome, 1995, 351–357. Similar bans
also appear in Florence, for example a ban on 27 September 1591
published by Giorgio Marescotti that notes a ban not only on dice and
card games, but also ‘nuovi modi di altri giuochi’. See: Prohibitione del
giuoco di Ventura col Girello, Florence, 1591.
For the Index, see J. M. De. Bujanda et al., eds, Index de Rome: 1557,
1559, 1564: les premiers index romains et l’index du Concile de Trente, GenèveSherbrooke, 1990; and Gigliola Fragnito, ed., Church Censorship and Culture
in Early Modern Italy, Cambridge, 2001.
Morena identifies the earliest tax on playing cards enacted by Pope
Sixtus V in 1588 in Capitoli sopra l’appalto fatto del bollo delle carte, Rome,
1588. Archivio di Stato di Roma, Ospizio di S. Michele, b. 158, see Marina
Morena, ‘L’amministrazione del bollo e la fabbricazione delle carte
da gioco nello Stato pontificio (1588–1837)’, Rassegna degli Archivi di Stato,
LII/2, 1992, 324–333.
478
Kelli Wood
4
5
6
7
8
9
10
11
12
13
14
15
16
17
For print publishers and the market in Rome, see Evelyn Lincoln,
Brilliant Discourse: Pictures and Readers in Early Modern Rome, New Haven, 2014;
Christopher Witcombe, Print Publishing in Sixteenth-Century Rome, London,
2008; Rebecca Zorach, The Virtual Tourist in Renaissance Rome, Chicago,
2008. For an overview of surviving evidence on playing cards in Rome,
see Thierry DePaulis, ‘Playing Cards in Rome: 15th–17th Centuries’, The
Playing-Card, 36: 3, 2007–08, 205–211.
Allison Levy, ed., Playthings in Early Modernity: Party Games, Word Games, Mind
Games, Kalamazoo, MI, 2017. For an overview of the material culture
of early modern gambling, see Thierry DePaulis, ‘Bingo! A Material
History of Modern Gaming’, in Random Riches: Gambling Past & Present, ed.
Manfred Zollinger, London, 2016, 36–51. For an approach considering
the contribution of games to early modern philosophical thought, see
Andreas Hermann Fischer, Spielen und Philosophieren zwischen Spätmittelalter
und Früher Neuzeit, Göttingen, 2016.
Alessandro Arcangeli, Recreation in the Renaissance: Attitudes towards Leisure and
Pastimes in European Culture, c. 1425–1675, New York, 2003, 1–3.
See Peter Burke, ‘The Invention of Leisure in Early Modern Europe’, Past
& Present, 146: 1, 1995, 136–150; and Peter Burke, Popular Culture in Early
Modern Europe, London, 1978.
A number of works demonstrate that the last decades of the sixteenth
century saw the formation of a new field, game studies, which was
enmeshed in the sixteenth-century interest of encyclopedic knowledge
of the world. A few examples include Innocenzo Ringhieri, Cento giuochi
liberali, et d’ingegno, Bologna, 1551; Girolamo Mercuriale, Artis gymnasticae,
Venice, 1569; Girolamo Bargagli, Dialogo de’ Giuochi che nelle vegghie sanesi
si usano di fare, Siena, 1572; ‘De’ giocatori’, in Tomaso Garzoni, La piazza
universale di tutte le professioni del mondo, Venice, 1585, Discorso LXIX.
See Torquato Tasso, Dialogho...overo del Giuoco, Venice, 1582; and Gregorio
Comanini, Il Figino overo del fine della Pittura, Mantua, 1591.
See Kelli Wood, The Art of Play Games in Early Modern Italy, PhD dissertation,
University of Chicago, 2016.
Notable works on seventeenth-century game boards have appeared in
the past two years; see Marjolein Leesberg, ‘El Juego Real de Cupido: A
Spanish Board Game Published in Antwerp, c. 1620’, Delineavit et Sculpsit,
39, October 2015, 23–43; Patricia Rocco, ‘Virtuous Vices: Giuseppe
Maria Mitelli’s Gambling Prints and the Social Mapping of Leisure
and Gender in Post-Tridentine Bologna’, in Playthings in Early Modernity,
Kalamazoo, MI, 2017; and Suzanne Karr Schmidt, ‘Lotteries, Gaming,
and the Public Reaction’, in Interactive and Sculptural Printmaking in the
Renaissance, Leiden, 2017, 325–352.
Even Christopher Witcombe, who has recently focused on copyright
and on publishers of prints and provides a brief background for
Giovanni di Paoli and his printed books, omits printed games. See
Christopher Witcombe, Print Publishing, 319.
Jessica Maier, Rome Measured and Imagined, Chicago, 2015; Lincoln, Brilliant
Discourse; Zorach, The Virtual Tourist in Renaissance Rome.
Peter Parshall discusses the role of playing cards in the development
of early European prints, but only one printed board game thereafter
appears in the standard literature; see Peter W. Parshall, Origins of
European Printmaking, New Haven and London, 2005, 23–25, 38–40;
and Michael Bury, The Print in Italy 1550–1625, London, 2001, 231. For
treatment of luxury playing cards, see Tim Husband, The World in Play:
Luxury Cards 1430–1540, New York, 2016.
For popular prints and the intersection of art and vernacular culture,
see Joost Keizer and Todd Richardson, eds, The Transformation of Vernacular
Expression in Early Modern Arts (Intersections, 19), Leiden, 2011; Suzanne
Karr Schmidt, Altered and Adorned: Using Renaissance Prints in Daily Life, New
Haven, 2011; Christiane Andersson, ‘Popular Imagery in German
Reformation Broadsheets’, in Print and Culture in the Renaissance, ed. Gerald
Tyson and Sylvia Wagonheim, Newark, NJ, 1986, 120–150; Angela
Vanhaelen, Comic Print and Theatre in Early Modern Amsterdam: Gender, Childhood
and the City, Burlington, VT, 2003; Elizabeth Savage, Printing Colour
1400–1700: Histories, Techniques, Functions and Receptions, Leiden, 2015.
For the ways games enact multiple and ambivalent moralities and
mores, see Brian Sutton-Smith, The Ambiguity of Play, Cambridge, MA,
1997, 1–51.
Jeremy Bentham’s concept of deep play in his The Theory of Legislation,
1802, was famously adapted into the study of anthropology by
Clifford Geertz; see Clifford Geertz, ‘Deep Play: Notes on the Balinese
Cockfight’, Daedalus, 101: 1, 1972, 1–37.
© Association for Art History 2019
18 Biblioteca Marucelliana, Florence, Misc. 79.4. Antonio Lafreri, Indice
delle tavole moderne di geografia della maggior parte del mondo di diversi auttor, Rome,
1572. For Lafreri’s citation of games, see Alberto Milano, Giochi da salotto;
Giochi da osteria nella vita Milanese dal Cinquecento all’Ottocento, Milan, 2012, 12.
19 Andrea Vaccaro, Indice e nota particolare di tute le stampe di rame che se ritrovano
al presente nella stamperia di Andrea, e Michel’Angelo Vaccari in Roma, Rome, 1614.
Reprinted in F. Ehrle, Roma prima di Sisto V…, Rome, 1908, 60–62. For the
iconography of labor in Brambilla’s Game of Plucking the Owl, see Sheila
McTighe, ‘Perfect Deformity, Ideal Beauty, and the Imaginaire of Work:
The Reception of Annibale Carracci’s Arti di Bologna in 1646’, Oxford Art
Journal 16, 1993, 81–82.
20 While it is often proffered that printed game boards were pasted down,
the impressions discussed in this article (from the British Museum, Civ.
Raccolta delle Stampe A. Bertarelli, Milan, and Biblioteca Universitaria
di Bologna) show almost no evidence of them being pasted; there is very
little wear and tear at the corners or significant damage on the back of
the prints. Thus it follows that these games survive because these specific
impressions were not used. Moreover, the fact that so many survive
from just two collaborating print publishers suggests that a bit of luck
contributed to the survival of these specific impressions, perhaps the
excess store of the publishers themselves. It is notable that both the Game
of the Garden of Love and the Game of the Monkey were owned by the Spanish
engraver José de Madrazo y Agudo before coming into the British
Museum’s collection. Madrazo studied in Rome, where he may have
acquired the prints. Numerous impressions dating to the late seventeenth
and eighteenth centuries suggest that the plates for games were used over
again in the same publishing workshop, restruck by later workshops,
and that the game designs were also re-engraved; all indications of the
high probability that a substantial number of game boards were printed
in the sixteenth century and onward. The general size of the printed
game boards ranges from roughly 35 to 40 centimetres by 46 to 53
centimetres, printable on a royal folio and then trimmed.
21 For an explanation of the different signatures of printmakers,
publishers, and dealers, see Paolo Bellini, ‘Printmakers and Dealers in
Italy during 16th and 17th Centuries’, Print Collector, 13, 1975, 17–45.
22 ASV, Sec. Brev. 284, fol 192 r. 4 June, 1599. From Giovanni Antonio de
Paoli to Pope Celement VIII: ‘Giovanni Antonio de Paoli stampatore
alla Pace devote servitor di V.S.ta intende dar in luce (Con approvatione
però del sacro Palazzo) molte stampe d’intaglio in rame d’ogni sorte
devote, curiose, et esempari come del Signore, di santi, e sante, di
Principi pii, e generosi, et in particolare una di V.S. con le sue opera
[…].’ For a transcription of the document, see Eckhard Leuschner, ‘The
Papal Printing Privilege’, Print Quarterly, 15: 4, December 1998, 359–370.
23 Atti Tino, vol. 22, c. 347 rv. October 14, 1596 in Masetti Zannini,
Stampatori e librai a Roma nella seconda metà del Cinquecento. Documenti inediti,
Rome, 1980, 307.
24 A royal folio measured to 445 × 615 millimetres; see David Landau
and Peter W. Parshall, The Renaissance Print, 1470–1550, New Haven and
London, 1994, 83.
25 Witcombe, Print Publishing, 143, 164.
26 Atti Tino, vol. 22, c. 347 rv. October 14, 1596 in Masetti Zannini,
Stampatori e librai a Roma, 307–308.
27 Giovanni di Paoli, Relatione Della solenne Cavalcata Fatta in Roma alli 17. d’Aprile
MDCV. per l’andata di N.S. Papa Leone XI. – pigliare il possesso – S. Gio. Laterano: Con
l’Iscrittioni & Epitaffi degl’Archi, Apparati, Livree, & altre cose occorse in essa, Rome, 1605.
28 Øystein Ore, Cardano, the Gambling Scholar. With a Translation from the Latin of
Cardano’s Book on Games of Chance Liber de ludo aleae, ed. Sydney Henry Gould,
Princeton, 1953, 185. For the life and intellectual world of Cardano,
see Anthony Grafton, Cardano’s Cosmos: The Worlds and Works of a Renaissance
Astrologer, Cambridge, MA, 1999.
29 David Areford, The Viewer and the Printed Image in Late Medieval Europe,
London, 2010, 2016, 9 and 67.
30 For actor network theory see Bruno Latour, Reassembling the Social: An
Introduction to Actor-Network-Theory, Oxford, 2005.
31 ‘Il presente Gioco del Giardin d’Amore non solo contiene passatempo
ma ricreatione e spasso grandiss° si alli Huomini come alle Donne
che vi giocaranno et se attenderanno all’allegoria di esso scorgeranno
esservi la corrispondenza di tal nome.’
32 ‘Li ambassi in ogni tempo principieranno il gioco si che all’hora si
partirà il denaro del piatto egualmente tanto per uno et vi si lascia il
convenuto et se più d’una volta farà ambassi si seguita il gioco.’
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Print, Play, and Gambling Games at the End of the Sixteenth Century
33 ‘Chi giunge all’Hospidale non tirerà più fin che non venga un altro che
facendo il medesimo punto lo cavi et doverrà pagare a quello che lo leva
il convenuto. Et si averte che quello che lo cava non resta nell’hospedale
ma seguita a tirare perchè non vi resta nissuno quando il luogo hè
occupato il medesimo si osservi al luogo della Pazzia.’
34 On secrecy, see Timothy McCall, Sean Roberts and Giancarlo Fiorenza,
eds, Visual Cultures of Secrecy in Early Modern Europe, Kirksville, MO, 2013.
35 For diagrams see John Bender and Michael Marrinan, The Culture of
Diagram, Stanford, 2010. For early modern prints that work as pictures
and diagrams, see Evelyn Lincoln, Brilliant Discourse, 223.
36 Zorach has argued that some prints held a special status as cognitive
images, more abstract and closer to ideas; see Rebecca Zorach,
‘Meditation, Idolatry, Mathematics: The Printed Image in Europe
around 1500’, in The Idol in the Age of Art: Objects, Devotions and the Early Modern
World, ed. Michael Cole and Rebecca Zorach, London, 2009, 337. For
the rebus, see Jean Céard and J. C. Margolin, Rébus de la Renaissance, Paris,
1986. For the spiritual potential of the rebus, see Jessica Brantley, ‘“In
Things”: The Rebus in Premodern Devotion’, Journal of Medieval and Early
Modern Studies, 45: 2, 2015, 287–321.
37 John Florio, Queen Anna’s New World of Words, or Dictionarie of the Italian and
English tongues, London, 1611, 283.
38 In a Deleuzian sense, the combination of the diagram and rules of
the game board combine to create a new space wherein virtue can
be performed through a sinful activity. For Deleuze on diagrams and
structures of power, see Gilles Deleuze, Foucault, trans. Sean Hand,
Minneapolis, 1988, 35.
39 For the terraces of purgatory, see Purgatorio, in Dante Alighieri, La
Divina Commedia, commentary by Siro Chimenz, Torino, 2000. For the
inscription on the gate, ‘Lasciate ogne speranza, voi ch’entrate. Queste
parole di colore oscuro, vid’io scritte al sommo d’una porta; per ch’io
Maestro, il senso lor m’è duro.’ Inferno, Canto III, lines 9–12.
40 For the range of interpretations of gardens, including as a courtly
setting and as a biblical paradise on earth, see Bryan Keene, Gardens of
the Renaissance, Los Angeles, 2013; and Elizabeth Hyde, A Cultural History of
Gardens in the Renaissance, London, 2013.
41 Diomede Nardi da Bertinoro, Giardino d’amore, del r.m. Diomede Nardi da
Bertinoro. Nel quale si discorre la comparatione dell’amare et essere amato. Tratta
dall’amorose attioni di Christo N.S., Ferrara, 1590.
42 Nardi, Book II, Chapter XIX, 83–90. ‘Che l’amar di Dio è veramente
oro’, ‘Che Dio persuade in molti modi che da lui si compri l’oro
dell’amore’.
43 Alberto Fiorin, ed., Fanti e denari: Sei secoli di giochi d’azzardo, Venice, 1989, 197.
44 Originally published in Latin in 1616, then in Italian in 1617. See
Angelo Rocca, Commentarius contra ludum alearum, Rome, 1616; and Angelo
Rocca, Trattato per la salute dell’anime e per la conservatione della robba, e del denaro
contra i giuochi di carte e dadi, Roma, 1617.
45 ‘Questo foglio il bel gioco s’appresenta/ Di pela il Chiu venuto in luce
adesso/ Col qual se fugir l’otio si talenta/ ti potrai trattener tal hor con
esso. Ma qui non si pensar che si consenta/ Giocar per vitio, che nonte
concesso/ Ma se il tempo utilamente spende voi/ Gioca per spasso e
tira se tu poi.’
46 Baptise Parmensis is the signature of the printer Giovanni Battista di
Lazzaro Panzera; originally from Parma, he set up his shop in the Borgo
district of Rome, just across the Tiber from publishers like Giovanni
and Gatti. For Giovanni Battista di Lazzaro Panzera, see Bury, The Print in
Italy 1550–1625, 231.
47 Biblioteca Universitaria di Bologna, Ms. Aldrovandi 21, Miscellanea
Vol. II, De Ludis tum publicis, tum privatis methodus, 25. ‘Ludus Anseris vulgo
il gioco dall’occa, mihi visus est hoc loci inter ludos tesserarum, seu
talorum describere, cum in eo utamur tesseris duabus, qui quidem
ludus quamvis duabus utatur tesseris, ingeniosus t[ame]n est < quoad
eius inventorem, sed in sola fortuna, et sorte consistit nec illicitus, sed
iucundus, et voluptate causa inventus> nec illicitus, sed iucundus, et
voluptate causa inventus.’
48 Pietro Carrera, Il gioco de gli scacchi di D. Pietro Carrera diuiso in otto libri, ne’ quali
s’insegnano i precetti, le vscite, e i tratti posticci del gioco, e si discorre della vera origine di
esso. Con due discorsi, l’vno del padre D. Gio. Battista Chèrubino, l’altro del dottor Mario
Tortelli, opera non meno vtile a’ professori del gioco, che diletteuole à gli studiosi per la
varietà della eruditione cauata dalle tenebre dell’antichità, Militello, 1617, 24–25.
‘ritrovamento del gioco dell’Oca ne’ tempi nostri padri, perchè questo
gioco essendosi ritrovado in Firenze, e piacendo sommamente parve à
© Association for Art History 2019
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Francesco di Medici gran Duca di Toscana di mandarlo alle Maestà del
Rè Filippo II. In Ispagna, ove publicato die matieria à buoni ingegni di
ritrovarne altri poco differenti dal primo, fra quali vi è il gioco detto la
Filosofia Corteggiana ritrovato da Alonso di Barros spagnuolo.’ On the
history and significance of the Game of the Goose see Adrian Seveille, The
Royal Game of the Goose Four Hundred Years of Printed Board Games: Catalogue of an
Exhibition at the Grolier Club, February 23 – May 14, 2016, New York, 2016.
For a consideration of the editions of Alonso de Barro’s text, see Ernesto
Lucero Sánchez, ‘Las ediciones antiguas de la Filosofía cortesana de
Alonso de Barros. Una historia del texto’, Criticòn, 127, 2016, 169–195.
Alonso de Barros, Filosofia Cortesana moralizada, Naples, 1588. For a
thorough consideration of Cartaro’s game board in relation to Alonso
de Barros’s text, see Fernando Collar, ‘El Tablero italiano de la “Filosofia
Cortesana” de Alonso de Barros (1588); la carrera de un hombre de
corte’, Anuario del Departamento de Historia y Teoria del Arte, 21, 2009, 81–104.
For Mario Cartaro, see Annalisa Cattaneo, ‘Mario Cartaro, incisore
viterbese del XVI secolo’, Grafica d’arte, 9: 35, 1998, 2–9; Jessica Maier, ‘A
“True Likeness”: The Renaissance City Portrait’, Renaissance Quarterly, 65:
3, 2012, 711–752.
For an overview of the rules and play of the game, see Manfred
Zollinger, ‘Un Jeu retrouvé: la Filosofia Cortesana d’Alonso De Barros’,
Le Vieux Papier, 395, January 2010, 2–6. For Barro’s success as a courtier,
see Trevor Dadson, ‘La biblioteca de Alonso de Barros, autor de los
Proverbios morales’, Bulletin hispanique, 89, 1987, 27–53.
Fernando Collar, ‘El Tablero italiano de la ‘Filosofia Cortesana’ de
Alonso de Barros’, 97.
Tommaso Buoninsegni, Del giuoco: discorso, Florence, 1585.
Buoninsegni, Del giuoco: discorso, 11. ‘perche come ne dimostra S.
Tommaso, i casi fortuiti si riducano nell’ infallibil prouidenza di DIO,
appressò la quale niente è fortuito, preuedendo ogni cosa col eterno
suo occhio; onde il commettere qualcosa alla sorte (purché si facci con
giudizio, de non per tentare IDDIO) è il rimmetterlo alla disposizione
del diuin volere, come ben disse Salamone. Sortes mittuntur in finu pàuperum,
et à domino temperantur.’
Buoninsegni, Del giuoco: discorso, 9 and 17. ‘Venendo poi al giuoco ordinato
al guadagno, che è il principal mio intento, parlo di quello, che si
esercita per fine, & oggetto di guadagnare, come è il giuoco delle tavole,
de le carte, de i dadi, & altri simili, i quali son più giuochi di fortuna, che
d’ingegno, & industria. Perche chi giocasse à questi giuochi, non per
guadagnare principalmente, ma per passarso tempo, non faria peccato,
quantunche in tal giuoco si esponesse qualche somma di danari,
perche quello non si fa come fine ma come stimol, & mezzo per ricrear
l’animo.’; ‘il giuoco per se stesso […] anzi può essere atto virtuoso.’
Sean Roberts has argued that early modern thinkers understood a wide
variety of cartographic expressions as maps, in particular as reflected
by the slippage and indiscriminate use of language to refer to maps,
such as carta, mappa, and pittori. See Sean Roberts, Printing a Mediterranean
World: Florence, Constantinople, and the Renaissance of Geography, Cambridge, MA,
2013, 86–87.
David Woodward, Maps as Prints in the Italian Renaissance: Makers, Distributors
& Consumers, London, 1996, 27–32. One aspect of Woodward’s
printed map aesthetic that has been shown to be problematic is his
characterization of prints and maps as black and white. For colour in
print, see Elizabeth Savage, Printing Colour 1400–1700: Histories, Techniques,
Functions and Receptions, Leiden, 2015; and Susan Dackerman, Painted Prints:
The Revelation of Color in Northern Renaissance and Baroque Engravings, Etchings, and
Woodcuts, University Park, PA, 2002.
Witcombe, Copyright in the Renaissance, Leiden, 2004, 273.
For standard readings of the Game of the Goose in relation to gardens, and
the Game of the Goose’s significance as symbolic of human life, see Silvia
Mascheroni and Bianca Tinti, Il gioco dell’oca: un libro da leggere, da guardare, da
giocare, Milan, 1981.
See Chet Van Duzer, Sea Monsters on Medieval and Renaissance Maps, London,
2013.
A fragment of one so-called ‘path game’ from a private collection,
possibly dating to the middle of the sixteenth century, depicts an entry
portal in the lower-left side of the sheet with numbered spaces on
the path of play. See Alberto Milano, ‘Antichi giochi su carta’, in Come
giocavamo: giochi e giocattoli 1750/1960, Firenze, 1984, 21–24. In the same
catalogue the fragment of the path game is object number 4, in Come
giocavamo, 1984, 118.
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Kelli Wood
63 See Allie Terry-Fritsch, ‘Performing the Renaissance Body and Mind:
Somaesthetic Style and Devotional Practice at the Sacro Monte di
Varallo’, Open Arts Journal, 4, Winter 2014–15, 112–132.
64 For the many ways that prints contributed to organizing knowledge,
see Susan Dackerman, ed., Prints and the Pursuit of Knowledge in Early Modern
Europe, Cambridge, MA, 2011.
65 On the history and historiography of gambling, see Manfred Zollinger,
ed., Random Riches: Gambling Past & Present, London, 2016; and Gherardo
Ortalli, Barattieri. Il gioco d’azzardo fra economia ed etica. Secoli XIII–XV, Bologna,
2012.
66 For a historical look at gambling on the street, see John Hunt’s
forthcoming project, Gaming and Sociability in Early Modern Rome and Italy.
67 Evelyn Lincoln, Brilliant Discourse, 4–6; and Rosa Salzberg, Ephemeral City:
Cheap Print and Urban Culture in Renaissance Venice, Manchester, 2014.
68 It is widely accepted that early modern prints survive in inverse
proportionality to their production, that is, very few or no copies survive
of large runs of popularly printed objects in contrast to a much greater
survival rate of luxury prints. See Peter Parshall, ‘Prints as Objects of
Consumption in Early Modern Europe’, Journal of Medieval and Early Modern
Studies, 28: 1, 1998, 19–36; and David Landau and Peter W. Parshall, The
Renaissance Print: 1470–1550, New Haven and London, 1996, 30–31.
69 Archivio Storico di Firenze, Mediceo del Principato, Vol. 781, fol. 126,
24 August 1585. Gonzalo de Liaño to Francesco I de’ Medici, ‘[...] le voy
dando relaçiòn de todo yo he hechado maldiçiones a un criado de Luys
Dobada que ha traydo un juedo endimoniado que se llama el juego de la
occa que se juega con dos dados y es todo por q(uen)ta si se comiença y
se hechan seis con los dados dan en una Puente y meten un Real el que
esta en la hostedìa juega dos vezes, ay dos pozos y muerte que se vuelve
a jugar de nuevo. es juego que se juega en la Toscana, que plegue a Dios
que quien le hizo yo le vea que mado porque me anganado el prìnçipe y
la infanta y Luis Tristàn quarenta escudos y gusta el rey de verme picado
yo creo que no gustara màs [...]’; Fernando Bouza, ed., Cartas de Felipe II a
sus hijas, Madrid, 1998, 125: ‘vuestra hermana se hace tahùr de un nuevo
juego que ha traido Gonzalillo’. For Gonzalo’s role as not only a jester,
but also a travelling diplomat and art dealer, see Marika Keblusek and
Badeloch Vera Noldus, eds, Double Agents: Cultural and Political Brokerage in
Early Modern Europe, Leiden, 2011, 218–232.
70 Nicholas Scott Baker, ‘Dux ludens: Eleonora de Toledo, Cosimo I de’
Medici, and Games of Chance in the Ducal Household of Mid-SixteenthCentury Florence’, European History Quarterly, 46: 4, 2016, 595–617.
71 Florence, Archivio di Stato, Archivio Mediceo. f. 2895. 18 Feburary
1577. From Canigiani (Florentine ambassador in Ferrara): ‘Hoggi quì
si recita Comedia, e domani haremo Quintanata in piazza con livree
nuove, e poi festone in palazzo sino alle Cenere: alli tre o quattro dì
della quale si andrà con queste dame à Comacchio, quei che saranno
sani, et che haran potuto reggere; perchè non ci resta persona
utriusque sexu che possa resistere alla lena della signora contessa di Sala
di Duca, in bachettar due volte il dì et vegliar sempre sino a dieci ore,
cianciando/giuocando/beendo/ et ballando continuamente, con che
hanno posto in letto il signor Don Alfonso.’
72 Giovanni Croce, ‘Hor che siam qui (Il Gioco dell’Occa)’, in Triaca
musicale, Venice, 1595.
73 For a thorough and innovative consideration of the intersection of
games and music generally, and the gioco dell’oca specifically, see Paul
Schleuse, Singing Games in Early Modern Italy: The Music Books of Orazio Vecchi,
Bloomington, 2015.
74 Schleuse, Singing Games in Early Modern Italy, 191–195.
75 For images of women gambling see Antonella Fenech Kroke, ‘Ludic
Intermingling/Ludic Discrimination: Women’s Card Playing and Visual
Proscriptions in Early Modern Europe’, in Playthings in Early Modernity:
Party Games, Word Games, Mind Games, ed. Allison Levy, Kalamazoo, MI,
2017, 49–71.
76 Suzanne Karr Schmidt, ‘Lotteries, Gaming, and the Public Reaction’, in
Interactive and Sculptural Printmaking in the Renaissance, Leiden, 2017, 325–352.
77 Lorenzo Spirito Gualtieri, Libro delle Sorti, Perugia, 1482, reprinted as
Lorenzo Spirito, Libro de la ventvra di Lorenzo Spirto con somma diligentia reuisto &
corretto & da assaissimi errori espurgato che nelle prime stampe si trouauano, Venice,
1544; and Sigismundo Fanti, Triompho di Fortuna, Venice, 1526.
78 Jessen Kelly, ‘Predictive Play: Wheels of Fortune in the Early Modern
Lottery Book’, Playthings in Early Modernity, ed. Levy, 145–166. On Spirito
Gualtieri’s Libro delle Sorti, see Allison Lee Palmer, ‘Lorenzo “Spirito”
© Association for Art History 2019
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Gualtieri’s Libro delle Sorti in Renaissance Perugia’, Sixteenth Century Journal,
47: 3, 2016, 557–578. For the dissemination of literary and artistic
representations of fortune, in particular in relation to their moral and
political contexts, see Florence Buttay-Jutier, Fortuna: usages politiques d’une
allégorie morale à la Renaissance, Paris, 2008; and Alfred Doren, ‘Fortuna im
Mittelalter und in der Renaissance’, in Vorträge der Bibliothek Warburg, ed.
Fritz Saxl, Vol. 2, 1922–1923, 71–144.
‘Non ti doler perche la sorte sta sopra noi, sin che ne trona morte.’
For lotteries in the creation of social order and a shared fantasy of
fortune and wealth, see Evelyn Welch, ‘Lotteries in Early Modern Italy’,
Past & Present, 199, May, 2008, 71–111.
Francesco Marcolini, Le sorti intitolate giardino d’i pensieri, Venice, 1540.
On Marcolini and Porta, see Suzanne Karr Schmidt, ‘Lotteries,
Gaming, and the Public Reaction’, in Interactive and Sculptural Printmaking in
the Renaissance, Leiden, 2017, 350. On the copying and sharing of imagery
in prints, see Lisa Pon, Raphael, Dürer, and Marcantonio Raimondi: Copying and
the Italian Renaissance Print, New Haven, 2004.
Pietro Aretino created the emblem, and Marcolino used this emblem
as his printers’ device. Vincenzo Cartari’s dictionary of ancient
mythology, Le imagini de i dei de gli antichi, Venice, 1556.
For a consideration of Castiglione and Ascanio’s texts, parlour games,
and visual literacy, see Kelli Wood, ‘Performing Pictures: Parlor Games
and Visual Engagement in Ascanio de’ Mori’s Giuoco piacevole’, in Playthings
in Early Modernity, ed. Levy.
Giorgio Vasari, Le vite de’ più eccellenti architetti, pittori, et scultori italiani, da
Cimabue insino a’ tempi nostril, Vol. I, Part III, 1568. ‘E chi non vede senza
maraviglia l’opere di Francesco Marcolini da Forlì? il qual oltre all’altre
cose stampò il libro del Giardino de’ Pensieri, in legno, ponendo nel
principio una sfera d’astrologi, e la sua testa col disegno di Giuseppo
Porta da Castelnuovo della Garfagnana; nel qual libro sono figurate
varie fantasie: il Fato, l’Invidia, la Calamità, la Timidità, la Laude, e
molte altre cose simili, che furono tenute bellissime.’
For more on parlour games and their audiences including women, see
George McClure, Parlour Games and the Public Life of Women in Renaissance Italy,
Toronto and London, 2013.
Cited in Patricia Simons and Monique Kornell, ‘Annibal Caro’s
After-Dinner Speech (1536) and the Question of Titian as Vesalius’s
Illustrator’, Renaissance Quarterly, 61: 4, Winter 2008, 1069–1097. Annibal
Caro, Lettere familiari, ed. Aulo Greco, 3 vols, Florence, 1957–61, 1:69–70:
‘Il Giuco de la Virtù […] ogni settimana sedeva un re, che al’ultimo
avea da fare una cena, in fine de la quale ogn’uno era comandato a
presentarlo d’un stravaganza e d’una composizione a proposito d’essa,
tanto che a gara l’uno de l’altra, e i regi e i vasalli hanno fatto cose
notabilissime.’
Innocenzo Ringhieri, Cento giuochi liberali, et d’ingegno, Bologna, 1551, 146.
Michael Camille, Image on the Edge, London, 1952.
On monkeys, see H. W. Janson, Apes and Ape Lore in the Middle Ages and
Renaissance, London, 1952.
Giulio Cesare Capaccio, Delle imprese, Libro III, Naples, 1592, 12v.
Capaccio’s book is listed as ‘Un libro intitolato imprese di Giulio Cesare’
in the continuation of the inventory of Gatti’s shop. See Atti Tino, vol.
22, c. 371r– 372r, 15 October 1596 in Zannini, Stampatori e librai a Roma,
307–308.
For engagement with ‘low’ styles in ‘high’ art, see Morten Steen
Hansen, ‘The “Low” Style of Giovanni da San Giovanni at the Medici
Court’, Center 36: Record of Activities and Research. Reports June 2015—May 2016,
2016, 74–77.
See Peter Parshall, ‘Antonio Lafreri’s “Speculum Romanae
Magnificentiae”’, Print Quarterly, 23: 1, March 2006, 3–28; and Zorach,
The Virtual Tourist in Renaissance Rome, 11–20.
Atti Tino, vol. 22, c. 347 rv. 14 October 1596, in Zannini, Stampatori e
librai a Roma, 307–308.
I am grateful to Peter Parshall for drawing my attention to this. See
Edwin H. Zeydel, The Ship of Fools by Sebastian Brant. Translated into Rhyming
Couplets with Introduction and Commentary, New York, 1944.
For the parodic function of carnival and the world turned upside down,
see Mikhail Bakhtin, ‘Carnival and Carnivalesque’, in Cultural Theory
and Popular Culture: A Reader, Second Edition, ed. John Storey, Harlow, 1998,
250–260; and David R. Smith, ed., Parody and Festivity in Early Modern Art:
Essays on Comedy as Social Vision, Burlington and Farnham, 2012.
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