<h2> <SPAN name="article08"></SPAN> Christmas Games </h2>
<p>The shops are putting on their Christmas dress. The
cotton-wool, that time-hallowed substitute for snow, is
creeping into the plate-glass windows; the pink lace collars
are encircling again the cakes; and the “charming
wedding or birthday present” of a week ago renews its
youth as a “suitable Yuletide gift.” Everything
calls to us to get our Christmas shopping done early this
year, but, as usual, we shall put it off until the latest
possible day, and in that last mad rush we shall get Aunt
Emily the wrong pair of mittens and overlook poor Uncle John
altogether.</p>
<p>Before I begin my own shopping I am waiting for an
announcement in the papers. All that my paper has told me is
that the Christmas toy bazaars of the big stores are now
open. I have not yet seen that list and description of the
new games of the season for which I wait so eagerly. It is
possible that this year will produce the masterpiece--the
game which possesses in the highest degree all the qualities
of the ideal Christmas game. The unfortunate thing is that,
even if such a game were to appear in this year’s
catalogue, we should have lost it by next year; for the
National Sporting Club (or whoever arranges these things) has
always been convinced that “novelty” is the one
quality required at Christmas, the hall-mark of excellence
which no Christmas shopper can resist. If a game is novel, it
is enough. To the manager of a toy department the continued
vogue of cricket must be very bewildering.</p>
<p>Let us consider the ideal Christmas game. In the first place,
it must be a round game; that is to say, at least six people
must be able to play it simultaneously. No game for two only
is permissible at Christmas--unless, of course, it be under
the mistletoe. Secondly, it must be a game into which skill
does not enter, or, if it does, it must be a skill which is
as likely to be shown by a child of eight or an old gentleman
of eighty as by a ’Varsity blue. Such skill, for
instance, as manifests itself at Tiddleywinks, that noble
game. Yet, even so, Tiddleywinks is too skilful a pursuit.
One cannot say what it is that makes a good Tiddleywinker,
whether eye or wrist or supple finger-work, but it is obvious
that one who is “winking” badly must be depressed
by the thought that he is appearing stupid and clumsy to his
neighbours, and that this feeling is not conducive to that
happiness which his many Christmas cards have called down
upon him.</p>
<p>It is better, therefore, that the element of skill should be
absent. Let it be a game of luck only; and, since it is
impossible to play a Christmas game for money, you will not
be depressed if you lose.</p>
<p>The third and last essential of the ideal game is that it
must provoke laughter. You cannot laugh at Tiddleywinks, nor
at Ludo (as I hear, but I have never yet discovered what Ludo
is), nor at Happy Families. But the ideal game is provocative
of that best kind of laughter--laughter at the undeserved
misfortunes of others, seasoned by the knowledge that at any
moment a similar misfortune may happen to oneself.</p>
<p>Just before the war I came across the ideal game. I forget
what it was called, unless it was some such name as
“The Prince’s Quest.” Six princes, suitably
coloured, set out to win the hand of the beautiful princess.
They started at one end of a long and winding road, and she
waited for the first arrival at the other end. The road,
which passed through the most enthralling scenery, was
numbered by milestones--“1” to “200”.
Suppose you were the Red Prince, you shook a die (I mean the
half of two dice), and if a four turned up, you advanced to
the fourth milestone. And so on, in succession. So far it
doesn’t sound very exciting. But you are forgetting the
scenery. Perhaps at the twelfth milestone there awaited you
the shoes of swiftness, which carried you in one bound to the
twentieth milestone; thus by throwing a three at the ninth,
you advanced eleven miles, whereas if you had thrown a four
you would only have advanced four miles. On arriving at other
lucky milestones you received a cloak of darkness, which took
you past various obstacles which were holding the others up,
or perhaps were introduced to a potent dwarf, who showed you
a short cut forbidden to your rivals. One way and another you
pushed ahead of the other princes.</p>
<p>And then the inevitable happened. You arrived at the
eighty-fourth milestone (or whatever it was) and you found a
wicked enchanter waiting for you, who cast upon you a
backward spell, as a result of which you had to travel
backwards for the next three turns. Undaunted by this
reverse, you returned bravely to it, and perhaps came upon
the eighty-fourth milestone again. But even so you did not
despair, for there was always hope. The Blue Prince, who is
now leading, approaches the ninety-sixth milestone. He is,
indeed, at the ninety-fifth. A breathless moment as he shakes
the die. Will he? He does. He throws a one, reaches the
ninety-sixth milestone, topples headlong into the underground
river, and is swept back to the starting-point again.</p>
<p>A great game. But our edition of it went to some hospital
during the war, and I fear now that I shall never play it
again. Yet I scan the papers eagerly, hoping for some
announcement of it. Not this actual game, of course, but some
version of it; some “Christmas novelty,” in
which, perhaps, the princes are called knights, but the
laughter remains the same.</p>
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