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In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When the token was discovered to have an erotic image on one side and a Roman numeral on the other, and was identified in a Museum of London press release as a rare Roman “brothel token”, the press reported on the story in the expected manner, for example: “A Roman coin that was probably used by soldiers to pay for sex in brothels has been discovered on the banks of the River Thames” (Daily Telegraph, 4 Jan 2012) and “Bronze discs depicting sex acts, like the one discovered in London, were used to hire prostitutes – and directly led to the birth of pornography during the Renaissance” (The Guardian, 4 Jan 2012). Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters. This paper will look at some of the proposals that have been offered by way of explanation of these peculiar objects.
Board Game Studies Journal, 2017
In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When the token was discovered to have an erotic image on one side and a Roman numeral on the other, and was identified in a Museum of London press release as a rare Roman “brothel token”, the press reported on the story in the expected manner, for example: “A Roman coin that was probably used by soldiers to pay for sex in brothels has been discovered on the banks of the River Thames” (Daily Telegraph, 4 Jan 2012) and “Bronze discs depicting sex acts, like the one discovered in London, were used to hire prostitutes – and directly led to the birth of pornography during the Renaissance” (The Guardian, 4 Jan 2012). Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters. This paper examines some of the proposals that have been offered by way of explanation of these peculiar objects, concluding they are neither "brothel tokens" nor game pieces, but are likely to have been locker tokens.
In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When the token was discovered to have an erotic image on one side and a Roman numeral on the other, and was identified in a Museum of London press release as a rare Roman “brothel token”, the press reported on the story in the expected manner, for example: “A Roman coin that was probably used by soldiers to pay for sex in brothels has been discovered on the banks of the River Thames” (Daily Telegraph, 4 Jan 2012) and “Bronze discs depicting sex acts, like the one discovered in London, were used to hire prostitutes – and directly led to the birth of pornography during the Renaissance” (The Guardian, 4 Jan 2012). Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience – often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, and were used as game counters. This paper will look at some of the proposals that have been offered by way of explanation of these peculiar objects.
2017
In 2010 a Roman token was discovered in the mud of the Thames near Putney Bridge in London. When the token was discovered to have an erotic image on one side and a Roman numeral on the other, and was identified in a Museum of London press release as a rare Roman “brothel token”, the press reported on the story in the expected manner, for example: “A Roman coin that was probably used by soldiers to pay for sex in brothels has been discovered on the banks of the River Thames” (Daily Telegraph, 4 Jan 2012) and “Bronze discs depicting sex acts, like the one discovered in London, were used to hire prostitutes-and directly led to the birth of pornography during the Renaissance” (The Guardian, 4 Jan 2012). Even before this particular spate of media interest, these curious tokens have generated confusion, speculation and prurience-often simultaneously. They are of interest to games scholars because the speculation often includes the suggestion these objects may have had a ludic function, an...
Art History, 2019
This article explores the emergence and significance of printed game boards 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 engrossed a huge range of the populace: both the rich and the poor, men and women, the educated and the illiterate. 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. Visually manifesting a dual understanding of games as both ludic and mimetic, printed game boards enacted the ontology of life’s journey for early modern players, from the courtly, to the religious, to the quotidian.
2015
Through the lens of object biography and life-history studies, this paper examines an inscribed bone token probably produced in the 2nd century BC, but found in a grave dating from the 1st century AD at Roman Gabii. First I address the typology of inscribed bone tokens, often called tesserae, since the function of different types of objects is often conflated and these types have not been discussed synthetically since the 19th century. Next, I focus on the token from Gabii and its particular function. Comparison with similar objects reveals that the token was made as part of a set of at least 16 objects, which were probably tokens for gaming, either by themselves as simple lots, or in conjunction with a constructed board. This small portable object likely changed owners and functions over its life. Its recovery from a tomb is unsurprising given what we know about the deposition of objects of chance and gaming in graves throughout the Roman world. Yet, the token’s separation from its original set, and its displacement from its original temporal context, complicates its meaning in a funerary context. Engaging with ideas of enchainment and the layering of meanings over the artefact’s lifetime helps to explore the possible significance of this object and those like it.
The study of prostitution in the Roman Empire affords classicists rich insights into issues of gender and sexuality, and even ancient economics. Previous studies, however, have been impeded by the problems archaeologists face in identifying houses of prostitution in the archaeological record. The criteria which archaeologists currently employ, designed by Andrew Wallace-Hadrill, rely on the fallacious assumption that all Roman brothels had the same features: crude graffiti, erotic artwork, and stone beds. While historical archaeologists in the United States have successfully identified brothels based on their recovery of profession-related artifacts, they maintain that there is no singular artifact or architectural element that definitively indicates a house of prostitution. Assignations in historical archaeology are the result of comparison studies of the entire assemblage with those of regular domestic households. Despite inadequate publication and recording practices (particularly in archaeology‟s infancy), such an approach is possible for classical archaeologists.
Pallas 119, 2022
You might have been there: losing a cherished piece from your favourite boardgame and searching for a way to still play without it. Perhaps you used a substitute: a coin, a piece of cardboard, or a piece from another gaming set, or you bought a new one from the specialist retailers which now cater to this niche market. Abundant finds of gaming pieces from a huge variety of contexts across the Roman world underline that accidental loss of gaming paraphernalia is by no means a modern phenomenon, but little attention has been given to the impact of losing a gaming piece on the experience of ancient board gaming. This paper suggests that we may occasionally be able to detect evidence for substitutions in “patchwork” gaming sets, which comprise an asymmetrical mix of counters of different styles or materials. This asymmetry may arguably sometimes arise from a set of counters composed over time, as pieces are lost, broken, or given away, whether as gifts to the living or to the dead. We suggest that the object biographies of gaming sets made up of a mixture of materials would have evoked the memory of past games and previous gaming partners. PALLAS , 119, 2022, pp. 241-262
Games in the Ancient World: Places, Spaces, Accessories, 2024
Recent research conducted at the sanctuary of Diana at Nemi entailed both fieldwork and a re-examination of finds from earlier excavations in the area. Diana protects women (especially in childbirth), slaves, children, and young people in times of status transition. Offerings of objects of play or human representations bearing toys in the sanctuary space should be viewed as relating to the latter, as is usual in other sanctuaries in ancient Latium. Among the thousands of objects found in Nemi, the objects of this type are relatively few, while real toys for small children are altogether absent. Figurines of dedicatees carrying games and children with animals are rare: it is also not clear whether they are simply replicas of widespread moulds or have a particular meaning. Depictions of children are also uncommon, though there is one statuette of a nursing mother. The games we have at the sanctuary of Nemi are above all counters and astragals, and their analysis within the context of the sanctuary provides new insights for the study of these items. Our working hypothesis is that there was a possible relationship between astragals (and maybe other gaming-related objects) and activities related to predicting the future in the sanctuary at Nemi (i.e. cleromancy). This contribution therefore explores the complexity of the data, aiming to analyse the materials found in the sanctuary of Diana Nemorensis.
The RAC 2020 Executive Committee is pleased to announce the Call for Individual Papers for the 14th Roman Archaeology Conference in Split (Thursday 16th to Saturday 18th April 2020). The Conference will address a range of important topics and themes relating to the archaeology of the Roman world. Session Boardgames and Gambling in the Roman World. Organisers: Natasha Harlow, University of Nottingham, UK; [email protected] Summer Courts, University of Edinburgh, UK; [email protected]; Tim Penn, University of Edinburgh, UK; [email protected]; Veronique Dasen, ERC Locus Ludi (741520), University of Fribourg, Switzerland [email protected]. The enjoyment of leisure time and recreation is an important part of human experience. While much attention has been paid in Roman archaeology to top-down mass entertainment such as amphitheatre games or races in the circus, gaming and gambling, a more ad hoc and, in many ways intimate, type of leisure activity, has received comparatively little attention. Past work, drawing on literary evidence, explores the kinds of games played in the Roman world and examines social attitudes to gaming and gambling. This scholarship often references material remains, such as board layouts or inscriptions, but textual sources remain in the forefront. Some recent research into, for example, the phenomenological experience of dice-rolling, the transmission of games within the Roman world and the connection between gaming, gambling and literacy, has emphasised the valuable insights to be gained from interrogating the material evidence on its own terms, underlining the potential for archaeologically-informed contributions. The literary focus has, however, led to the materiality of games and gaming being underexplored; further consideration of the material evidence has potential to provide new outlooks on the social value of this aspect of entertainment in the Roman world. This session invites papers focusing on any aspect of the material culture of gaming and gambling from across the Roman world, with a special focus on dice, dice cups/towers, counters and boards which survive in the archaeological record – whether these items are specially manufactured or created from recycled material. Papers focusing on the more ephemeral effects of materiality on the gaming experience, such as availability, portability, and the creation of such objects are also welcome, as are those exploring the distribution patterns and chronological changes relevant to gaming and gambling. Paper proposers should note the following: • Presentations should last no longer than 30 minutes • Speakers should leave sufficient time at the end of their papers for questions from the audience • The official conference languages are English, French, German, Spanish and Italian • Unfortunately, RAC cannot cover the costs of speakers’ travel and accommodation to attend the Conference Proposals for papers must include the following information: • Title of the Paper • Name, affiliation, postal address and email of the proposer(s) • Title of the themed session in which they would like to offer a Paper (or ‘General’ if outside a themed session) • A short description of the theme or subject area of the Paper (not more than 200 words) Submissions should be sent by email to the RAC Executive Committee: [email protected] AND to the lead organiser of the session. The official conference languages are English, French, German, Spanish and Italian • Unfortunately, RAC cannot cover the costs of speakers' travel and accommodation to attend the Conference. Proposals for papers must include the following information: • Title of the Paper • Name, affiliation, postal address and email of the proposer(s) • Title of the themed session in which they would like to offer a Paper (or 'General' if outside a themed session) • A short description of the theme or subject area of the Paper (not more than 200 words). The full Conference schedule will be announced in December 2019.
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