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Ludologium
Pillar 05 · Cultural Archaeology

The Board Game Archaeology Wing

The Table Through Time (1700–2000). Charting how board games evolved from religious moral instruction into journalistic celebrity celebration, commercial capitalism, and modern systemic engines.

ERA 1700–1800Branching ~1.05

Morality & Religion

Games used strictly as pedagodical instruments to reinforce Christian virtue and avoid dice.

ERA 1800–1900Branching ~1.85

Travel, News & Commerce

Rise of chromolithography; shift toward journalistic celebration (Nellie Bly) and capitalist aspiration (Milton Bradley).

ERA 1900–2000Branching ~4.60

Property, Systems & War

Birth of Eurogames, wargaming hex networks, and the modern game-theoretical mechanic explosion.

Filter Artifact Themes:
Smithsonian Open AccessAccession: CHNDM_1953-24-3-a_o

The Mansion of Happiness: An Instructive, Moral & Entertaining Game

W. & S.B. Ives (Salem, MA) / Anne W. Abbott

Board TopologySpiral Track
Randomization TypeTeetotum
Victory EngineFirst to Reach Final Node (Race)
Cultural ThemeMorality / Virtue
Historical Significance

The quintessential Victorian moral instruction game. Dice were considered sinful instruments of gambling, requiring the use of an 8-sided numbered spinning top (teetotum).

Ludological Deconstruction

Spaces reward virtues (Truth, Sincerity, Temperance) by advancing tokens forward, while penalizing vices (Cruelty, Dishonesty, Sabbath Breaking) by sending tokens back to Whipping Post or Prison.