Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, August 2, 2024

The Smallest Olympic Souvenirs

 




QUESTION: In 1996, I attended the Summer Olympics in Atlanta, Georgia. During the games, I acquired about 100 Olympic pins through purchase and trading. Can you tell me how the tradition of collecting pins began and what the market is like for Olympic pins today?

ANSWER: You certainly seemed to have amassed quite a number of pins during the Atlanta Games. Today, pins come in all shapes, colors, and sizes and represent a myriad of people, activities, and events at the Games. With the start of the Summer Olympics in Paris this week, it seems appropriate to take a look back and see how pin collecting began.

Pin collecting has become a sport unto itself. But it wasn’t always like that. The Olympic pin tradition began with small cardboard badges worn by athletes and officials at the first modern Olympic Games held in Athens, Greece in 1896. Athletes from competing teams traded them as a gesture of goodwill. At the 1908 Games in Paris, designs of pins grew as specific groups like judges, coaches, and reporters got involved. 

The International Olympic Committee (IOC) issued the first pins to be sold to spectators at the 1912 Games in Stockholm, Sweden. Today, the pins created for the 1940 games,  cancelled because of World War II, are highly sought after by collectors.

In 1968, the Mexico City games featured the first butterfly-clutch pin fastener, which  became the standard for Olympic pins. But it wasn’t until the 1984 Summer Games in Los Angeles, California, that trading pins became a tradition. Sponsoring companies, such as Coca-Cola, set up official trading stations to market their own pins. Because the pins were small and affordable, fans quickly seized the opportunity to bring home keepsakes for themselves. At the 1984 Los Angeles Games, some 17 million pins circulated among fans, participants, media representatives, and officials.

Pins began as a pre-social media form of communication that gave fans a reason to start a conversation with each other. The individual country Olympic committees, sponsors, bid cities, media outlets, and many others issue these colorful enameled pins today. Hundreds of thousands appear at each of the Games. 

Pins are generally manufactured in limited numbered editions, and collectors seek out those produced in the smallest quantities or from the earliest Games. These also include pins issued by the various cities competing for a chance to host the Olympics. 

Some of the most popular ones to collect are those from the smaller countries, such as Bahamas, Senegal, and Lebanon. At the games, fans pin those they’ve collected onto a hat or the strap holding their Olympic credentials. As one fan walks by another, they look at each others’ pins and often one will ask where the other got a particular pin. From there, it’s onto trading and acquiring more pins. As the Games continue, fans try to either gather as many pins as possible or become selective as to the type of pins they want to collect.

The unwritten rule has always been to trade like pins for like pins. Of course, rules are meant to be broken and that’s the fun of it all. At the last Olympic Summer Games, fans were on the lookout for pins from Tokyo, the city to host the next Summer Games. At this Olympics, they’ll be on the lookout for pins from Los Angeles.

Somewhere in the host city, pin collectors representing pin collecting clubs from all over the world congregate to trade pins and stories. It won’t be any different in Paris. Also, hundreds of vendors set up tables to sell pins of every design and origin. Most of these cost about $5 each, so amassing a lot of them can cost a small fortune. The majority of people, however, acquire their pins by trading ones they have for ones they want. 

Some collectors have over 30,000 pins in their collections. They’re always on the lookout for pins from the 1936 Berlin Games, a hot commodity in the pin collecting realm. 

While it may seem that the only people trading pins are fans and athletes, everyone involved with the Olympics, from the members of the IOC to newspaper reporters, volunteers, judges, and coaches, all get involved.

It used to be that all a person you needed to do to begin collecting pins was to show up at the Olympics, find some pins and start trading. But today, beginning collectors can find thousands of pins online and while the fun of trading may not be there, the ability to collect just about any pin, even the important ones, is there—for a price.

Pin collecting is affordable and don’t take up much room, so they’re ideal for anyone just starting out in collectibles. Searching the Internet for  “Olympic collectibles” will undoubtedly result in links for collecting pins. 

To read more articles on antiques, please visit the Antiques Articles section of my Web site.  And to stay up to the minute on antiques and collectibles, please join the over 30,000 readers by following my free online magazine, #TheAntiquesAlmanac. Learn more about "In the Good Ole Summertime" in the 2024 Summer Edition, online now. And to read daily posts about unique objects from the past and their histories, like the #Antiques and More Collection on Facebook.


Monday, April 24, 2023

It's Your Turn

 

QUESTION: I’ve always loved playing board games. When I was a kid, my family would have game nights. Each member of my family take turns choosing the games we played. While we played more modern games, I’ve always been fascinated by antique board games. How did board games get their start? What were some of the more popular games in the 19th and early 20th centuries? If I were to collect old board games, which ones would be the best to collect?

ANSWER: Collecting board games can be fun. The shear number of games produced during nearly 100 years of game production offers a wide variety of games to collect. Many people who collect games collect the ones they played as children. It’s a great place to start.

People have been playing games since ancient Egypt. The Romans loved to bet and rolling dice was popular. By the Middle Ages, playing cards was all the rage. Games became more sophisticated by the 17th century, as backgammon caught on. The Industrial Revolution and the introduction of electricity enabled the middle class to have more free time and by the late 19th century, parlor games, especially board games. The reliable light source encouraged people to seek evening amusements.

One of the most popular of these amusements was the game of checkers. While the more elite were more inclined to play chess, everyone else played checkers, often while sitting out on the porch on a summer’s eve or around the pot-bellied stove in the local country store in winter. While commercial manufacturers produced checkerboards, those that collectors love most are the handmade versions of light and dark wood inlaid in a contrasting pattern. 

Much the same can be said of backgammon and Parcheesi boards, some of which were made of glass with the board design painted in reverse on the back. Many of the game boards were beautiful works of art, with bold designs and bright colors, featuring fanciful characters or outrageous cartoons, often based on nursery rhymes, fairy tales or stories plucked from the headlines.

The counters, playing pieces, that people used to play these games range from the plain wooden circles of checkers and backgammon to elaborately carved pieces of exotic woods, jade and other semiprecious stones, and ivory for chess.

Board games offer the greatest variety for collectors. Most board games involve a race to the finish between two or more players who move their pieces along a printed track at a rate determined by the throw of a pair of dice, the turn of a numbered spinner, or the selection of cards.

In the 16th century, the Italians played Goose, the earliest known board game. But it wasn’t until the 19th century that board games existed in greater numbers. From about 1870 to 1960, when watching television gained popularity, manufacturers produced thousands of board games for the market. Some didn’t quite make it out of the gate while others gained phenomenal success.

The Mansion of Happiness, a game with a religious theme, first appeared in 1843 and was still popular over 40 years later in the 1880s. Winning, based on the Puritan view that success could be achieved through Christian deeds and goodness, required players to advance by landing on spaces denoting virtues like piety and humility and move backward when landing on spaces like cruelty and ingratitude. 

In 1860, The Checkered Game of Life rewarded players for mundane activities such as attending college, marrying, and getting rich. Daily life rather than eternal life became the focus of board games. The game was the first to focus on secular virtues rather than religious virtues, and sold 40,000 copies its first year.

By the 1880s, many games had a rags-to-riches theme. In Game of the District Messenger Boy, players are rewarded for landing on spots with attributes like accuracy and neatness and deducted for loitering.

Most games originated in New York City, as it was the center of the board game industry. The Game of Playing Department Store from 1898 showed what a novel concept it was for Americans to do all their shopping under one roof. Round the World With Nellie Bly from 1890, illustrated the Victorian fascination with travel and exploration, while Rival Policeman from 1896 used as its base the real-life story of a time when New York had two competing police departments.

Board games tell a lot about the culture in the United States at different times in its history from the mid 19th century to the mid 20th century. 

Probably the all-time most popular game to this day is Monopoly. Originally conceived in the late 1890s under a different name as a game of the poor versus the rich, it was mostly a game with rules and game boards that players customized themselves. Sometimes they used a piece of oil cloth for the board and whatever little objects they could find for the game pieces. But it wasn’t until 1935 that Charles Darrow, a broke and out-of-work man in southeastern Pennsylvania, took the game idea, using various concepts created by players over time, and packaged it into a product that he sold through Wanamaker’s Department Store in Philadelphia. While many accounts claim Darrow as the inventor, he wasn’t. But he eventually sold the game to Parker Brothers, the largest producer of board games in America at the time, and the rest, as they say, is history.

Collectors have a lot of reasons for collecting board games, but one of the main ones is the artistic and often complicated graphics which adorn the boards and box covers. Game manufacturers lithographed the graphics onto the boards in black and white, then carefully had low-paid young women hand tint them. But by the 1880s, chromolithography made it possible to produce multicolored boards. Some were faithful images of Victorian dress and customs while others were more abstract. In either case, the game’s box cover was what sold it. And even today, if a game’s box is lost or damaged, most collectors won’t purchase it. Ironically, the absence of game pieces, cards, dice, and spinners isn’t that important, though will detract from the game’s value.

Even though manufacturers produced thousands of games, not all that many survive in good condition and even fewer in pristine condition because nearly makers used cardboard and paper to produce them. Board game and moisture are a bad combination. 

From 1880 to 1950, three companies dominated the market for board games. One of the earliest was W & S.B. Ives Company of Salem, Massachusetts. Ives developed the game with the longest name—Pope and Pagan, or the Missionary Campaign, or the Siege of the Stronghold of Satan by the Christian Army. Like many other late 19th-century board games, Pope and Pagan had a religious theme. Board games of the time were meant to be educational and not just for amusement. Some taught geography or simple bookkeeping or social values, such as honesty and a respect for hard work.

Two other major board game producers were McLoughlin Brothers of New York City and Parker Brothers of Salem, Massachusetts. 

To read more articles on antiques, please visit the Antiques Articles section of my Web site.  And to stay up to the minute on antiques and collectibles, please join the over 30,000 readers by following my free online magazine, #TheAntiquesAlmanac. Learn more about "folk art" in the 2023 Winter Edition, online now. And to read daily posts about unique objects from the past and their histories, like the #Antiques and More Collection on Facebook.


Thursday, June 16, 2022

Going for the Prize Inside

 

QUESTION: Ever since I was a kid and read the back of the cereal box as I was downing a bowl of cereal before going to school, I’ve loved them. Cereal boxes were fun and often had games to play on the back and many contained prizes inside. Recently, as I was cleaning out an old desk drawer, I came upon several of the prizes I had retrieved from cereal boxes. At first, I would eat the cereal until the prize suddenly fell out as I poured some of it into my bowl. But after a while, I became impatient and dumped the cereal from a newly opened box into a large bowl or pot to search for the prize. Are these little prizes collectible today? I know mothers detested the prizes found in McDonald’s Happy Meals and saw them as junk. What about the cereal prizes? 

ANSWER: A cereal box prize was a form of advertising that involved using a promotional toy or small item that cereal makers offered as an incentive to buy their brand. Prizes could be found inside or sometimes on the cereal box. The term "cereal box prize" is sometimes used to include premiums that consumers could order through the mail from an advertising promotion printed on the outside of the cereal box.

Cereal makers distributed prizes and premiums in four ways. The first was an in-store  prize handed to the customer with the purchase of one or more specified boxes of cereal. The second was to include the prize in the box itself, usually outside the liner bag. The third was attaching the prize to the box, such as printing games and trading cards on the cereal box or simply attaching the prize to the box with tape or shrink wrap. Some prizes included a gameboard or other interactive activity printed on the box that corresponded with the prize inside the box, which kids used as a gamepiece. The fourth method of distribution was to have the consumer mail in the UPC proof-of-purchase labels cut from a specified number of boxes, sometimes with a cheque or money order to defray the cost of shipping. A third-party sent the premium to the consumer by mail. 

In 1909, Kellogg’s offered the first cereal box prize. Shoppers who purchased two boxes of Kellogg’s Corn Flakes received a copy of Funny Jungleland Moving-Pictures, a little booklet illustrated with dancing tigers, storks, horses, hippos and more. Children pulled a tab to slide new pictures in and out, creating new combinations of the animals’ heads, bodies and feet. By 1912, consumers redeemed The Funny Jungleland Moving Pictures Book 2.5 million times.

With the success of the Kellogg’s prize campaign, other cereal makers, including General Mills, Malt-O-Meal, Nabisco, Nestlé, Post Foods, and Quaker Oats, followed suit and inserted prizes into boxes of their cereals to promote sales and brand loyalty.

The first prizes buried inside cereal boxes were small pinback buttons decorated with World War II U.S. Military insignia, available in Pep, at that time Superman’s favorite cereal. 

By the 1920s, cereal companies turned to then-popular radio shows to advertise their premiums. 

The invention of a screw injection molding machine by American inventor James Watson Hendry in 1946 changed the world of cereal box prizes. Thermoplastics could be used to produce toys much more rapidly, and much more cheaply, because recycled plastic could be remolded using this process. In addition, injection molding for plastics required much less cool-down time for the toys, because the plastic wasn’t completely melted before injected into the molds.

During the 1940s and 1950s, cereal prizes followed a transportation theme, with metal or plastic cut-out planes, cut-out trains, and license plates included in General Mills offerings. It wasn’t until 1943 that Kellogg’s placed a model airplane into a package of its Pep Whole Wheat Flakes cereal. 

Also in the 1950s, the maker of Wheaties distributed brightly-painted steel automobile maker emblems, representing 31 American and European auto makers, including  luxury names like Bugatti, Alfa Romeo and Rolls Royce alongside now-defunct manufacturers like Kaiser, Hudson and Riley. 

In the 1970s, Hendry developed the first gas-assisted injection molding process in the 1970s, which permitted the production of complex, hollow prizes that cooled quickly. This greatly improved design flexibility as well as the strength and finish of manufactured parts while reducing production time, cost, weight, and waste.

All kinds of collectible figures—from rocket ships and submarines to cartoon characters and rings—could be cranked out and hidden beneath cereal. 

In the early 1980s, Apple Jacks cereal included a rubbery, squid-looking toy in every box that could be thrown at walls and slowly “crawl” down to the ground as it stuck and unstuck itself. Even the Teenage Mutant Ninja Turtles got their turn. 

And in 1996, General Mills distributed the PC video game Chex Quest on CD in boxes of Chex cereal.

Today, cereal box prizes have become a unique collectible. Most vintage cereal box prizes sell anywhere from $5 to $30, but rare ones can go for as high as $175 for a Banana Splits TV Show ring and and $250 for a General Mills Lucky Charms Game.

To read more articles on antiques, please visit the Antiques Articles section of my Web site.  And to stay up to the minute on antiques and collectibles, please join the over 30,000 readers by following my free online magazine, #TheAntiquesAlmanac. Learn more about the "The World of Art Nouveau" in the 2022 Spring Edition, online now. And to read daily posts about unique objects from the past and their histories, like the #Antiques and More Collection on Facebook.


Thursday, January 23, 2020

Monopoly---The Early Days



QUESTION: I recently purchased a box lot at a country auction. In it I discovered a piece of oil cloth on which seems to be drawn a game board much like the one used for Monopoly. However, the names of the streets aren’t the same. Can you tell me anything about this?

ANSWER: What you’ve uncovered is an old game board from the early days of Monopoly.  Before Charles Darrow of Philadelphia commercialized the game and sold the rights to Parker Brothers, people made up their own game boards and used odds and ends for playing pieces.

It all began when Elizabeth (Lizzie) Magie Phillips created a game called “The Landlord’s Game” in 1904. As a proponent of the economic ideas of Henry George, she designed her game to teach the single-tax theory as an antidote to the evils inherent in monopolistic land ownership. It caught on with college students who played it in their dormitory rooms. But since they were often low on cash, they made their own boards.

The Landlord’s Game came in two parts: The first was like Monopoly, a game in which there’s only one winner. But in the second part the game employs the same capitalistic principles but mixes them with a healthy dose of tax reform, to prevent the evils of monopolistic ownership, and then transforms all the players into enlightened winners.

While the game board resembles the one for Monopoly, the names, drawings, colors and the like used on it are different. It’s painted with blocks for rental properties such as "Poverty Place" (rent $50), "Easy Street" (rent $100) and "Lord Blueblood's Estate " (no trespassing - go to jail). There are banks, a poorhouse, and railroads and utilities such as the "Soakum Lighting System" ($50 for landing it) and the "PDQ Railroad" (fare $100). And, of course, there’s the famous "Jail" block. Players could only rent properties on Phillips's board, not acquire them. Otherwise, there’s little difference between The Landlord’s Game and the Monopoly of today.

After Phillips published her game in 1923, it became popular as a grass roots movement. One of the people who became addicted to the game was Ruth Hoskins, a young Quaker woman from Indiana who went to teach at the Atlantic City Friends School in the Fall of 1929. Earlier that year, she learned to play a version of the Landlord's Game, called Auction Monopoly, from her brother, who learned it at college. Early in 1930, Hoskins taught it to her fellow teacher Cyril Harvey and his wife, Ruth, and the Harveys played it with their friends Jesse and Dorothea Raiford. It was Ruth Harvey who drew the first Atlantic City Monopoly board with Atlantic City street names.

The Harveys lent their games to Quakers staying at Atlantic City hotels and also taught their relatives, Ruth and Eugene Raiford, who, in turn taught their friend, Charles Todd, a manager of one of the hotels. Todd then taught the game to his hotel guests Esther and Charles Darrow.



Darrow liked the game so much, he enhanced the design and made 5,000 sets by hand in his basement. He sold these to Wanamaker’s, a highly regarded Philadelphia department store, as well as F.A.O. Schwartz, New York’s famous toy store. A friend of Sally Barton, the wife of the president of Parker Brothers, told her about this new game and the rest, as they say, is history.

The royalties from sales of Monopoly soon made Darrow a millionaire and newspapers touted Darrow as the inventor of Monopoly. And while he made lots of money from it, all he did was organize the game and sell it. Since Phillips had actually created a different game, albeit similar, she had no rights to the game of Monopoly, which had been developed by many people over time, much like the Linux operating system for computers.


Learn more about the game of Monopoly by reading "Pass Go and Collect on Early Monopoly Games" in #TheAntiquesAlmanac.

To read more articles on antiques, please visit the Antiques Article section of my Web site.  And to stay up to the minute on antiques and collectibles, please join the other 24,000 readers by following my free online magazine, #TheAntiquesAlmanac. Learn more about vintage games in the 2019 Holiday Edition, "Games, Games, and More Games," online now. And to read daily posts about unique objects from the past and their histories, like the #Antiques and More Collection on Facebook.

Wednesday, October 24, 2018

Roll the Dice and Move Forward



QUESTION: Ever since I was a kid, I’ve loved playing board games. The neighbor kids and I would sit for hours on one of our porches playing one game or another during the summer. In the winter, we did it less often but games kept us occupied on weekends. I have several games from when I was younger, but I’d really like to seriously begin collecting them. What can you tell me about the history of board games and how I might go about starting a collection.

ANSWER: Lots of people love to play board games. In fact, they were the primary source of entertainment from the 1880s to the 1920s. Some families still have a “family game night” where the entire family plays board games instead of watching T.V. or talking or texting on their cell phones. Collecting them is easy. When you have three or more games, you essentially have the beginnings of a collection. However, to truly be a games collector, you’ll have to know more about their history so that you can be on the lookout for some unusual ones.

The oldest board game known to man is a game called “Senet.” Ancient Egyptians in played it during the  Predynastic Period, dating it to around 3100 BCE. The Romans played Ludus Latrunculorum, a two-player strategy board game in which they called the board the “city” and the playing pieces “dogs.” The pieces, each of one of two colors, enabled players to take a piece belonging to their opponent by enclosing it with two of their own. Sounds a bit like chess?

Essentially, a board game is one played on a tabletop that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. While some games are based on pure strategy, many contain an element of chance. And some are purely chance, requiring no skill.

Games usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points.

There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, like checkers, to having a specific theme and narrative, like Clue. Rules can range from the very simple, like Tic-tac-toe, to those describing a game universe in great detail, like Dungeons & Dragons – although most of the latter are role-playing games where the board, which serves to help visualize the game scenario, is secondary to the game

In 17th and 18th century colonial America, the agrarian life of the country left little time for game playing  The Pilgrims and Puritans didn’t help matters with their negative views of game playing. They preached that dice were the instruments of the Devil.

Traveler's Tour Through the United States, published by New York City bookseller F. & R. Lockwood in 1822, was the first board game published in the United States.

As the U.S. shifted from agrarian to urban living in the 19th century, the middle class had more income and more leisure time. The American home became a place of entertainment, enlightenment, and education. Mothers encouraged their children to play board games that developed literacy skills and provided moral instruction.

Commercially produced board games in the mid-19th century featured monochrome prints hand-colored by teams of low-paid young factory women. The development of chromolithography, a technological achievement that made bold, richly colored images available at affordable prices, enabled commercial production of inexpensive board games. Games cost as little as US$.25 for a small boxed card game to $3.00 for more elaborate games.

In 1860, The Checkered Game of Life rewarded players for mundane activities such as attending college, marrying, and getting rich. Daily life rather than eternal life became the focus of board games. The game was the first to focus on secular virtues rather than religious ones and sold 40,000 copies its first year.

The rags-to-riches game of the District Messenger Boy, published in 1886 by the New York City firm of McLoughlin Brothers, was one of the first board games based on materialism and capitalism. The game is a typical roll-and-move track board game that encouraged the idea that the lowliest messenger boy could ascend the corporate ladder to its topmost rung. Such games insinuated that the accumulation of wealth brought increased social status. Players move their tokens along the track at the spin of the arrow toward the goal at the track's end. Some spaces on the track advanced the player while others sent him or her back. Competitive capitalistic games culminated in 1935 with Monopoly, the most commercially successful board game in U.S. history.

Many board games require some level of skill and luck. Game makers introduced luck into their games using a variety of methods. The most common is the use of dice, which dates back to ancient Rome.  A roll of the dice can decide everything from how many steps a player moves their token, as in Monopoly, to how their forces fare in battle, as in Risk, or which resources a player gains as in The Settlers of Catan. Other games employ spinning an arrow or hooking a game piece, as in chess, as a way of introducing luck into the game.

Randomness is also an element that promotes luck in many board games. The game of Sorry! Uses a deck of special cards that, when shuffled, create randomness.  Scrabble does something similar with randomly picked letters. Other games use spinners, timers of random length, or other sources of randomness.

But there’s also a cultural element to board games. The game of Monopoly wasn’t the first to have a “greed is good” theme. In 1883, Bulls and Bears: The Great Wall St. The The game promised it would make players feel like "speculators, bankers and brokers" and featured cartoons of railroad barons Jay Gould and William Henry Vanderbilt.




Many of the games are also beautiful works of art, with bold designs and bright colors, featuring fanciful characters or outrageous cartoons, often based on nursery rhymes, fairy tales or stories plucked from the headlines.

Old and vintage board games are probably one of the most common items found at garage and yard sales, church sales, and flea markets. As kids grow up and leave the nest, parents either sell their games or give them away.

Collectors often focus on the history of one game, such as Monopoly. There have been so many versions of it produced over the years, that a person could collect only that game and no other. Of course, collectors also focus on role-playing games, buying and selling games, economic stimulation games, educational games, and many other categories.

 To read more articles on antiques, please visit the Antiques Article section of my Web site.  And to stay up to the minute on antiques and collectibles, please join the other 18,000 readers by following my free online magazine, #TheAntiquesAlmanac. Learn more about Colonial America in the Spring 2018 Edition, "Early Americana," online now.


Friday, October 5, 2018

The Ancient Game of the Mandarins




QUESTION: My grandmother looked forward to getting together with her lady friends at the Jewish Community Center on Wednesday afternoons to play Mahjong. When I was little, she took me with her several times, but I couldn’t figure out what they were doing.  But I was fascinated by the colorful tiles they used to play the game.  Ever since then, I’ve always wanted to own a set, not of the inexpensive new ones, but a beautiful older set. I’d also like to learn to play the game. Can you help me?

ANSWER: Mahjong has been played in China for over 3,000 years, originating in Canton  during the Qing Dynasty before the days of Confucius. Only Mandarins played it, and the early tiles were handmade from ivory.

In 1911, when China became a republic, the game became popular with all classes of people. Mahjong maers produced tiles of bone and bamboo, or just bamboo, which was cheaper and easier to obtain than ivory. The British brought the game from China to England, and eventually to the United States in the early 1920s.

As a game of skill, strategy, and calculation, Mahjong became the rage. Soon there were as many variations to the rules of the game as groups of people playing it. During the Roaring `20s its popularity soared, but that didn't last long because no one could agree on which rules to follow. The National Mahjong League standardized the rules in 1937, but by this time most players had gone back to playing bridge.

At first glance, the game of Mahjong may seem confusing, even chaotic, especially if the players are experts. They use strange terms, and the rapidity of calling and discarding tiles appears maddening. The goal of Mahjong is to complete as many levels as possible until at least one player has no more moves left. At that point the game ends.

Players use a set of 144 tiles based on Chinese characters and symbols. Some variations may omit some tiles and/or add unique ones. In most variations, each player starts out with 13 tiles. In turn, player each draw and discard tiles until they complete a hand using the 14th drawn tile to form four melds, or sets, and a pair, or eye. Players follow standard rules when drawing tiles and robbing pieces from other players. Standard rules also apply to the use of “simples,” or numbered tiles, and honors, winds and dragons, the kinds of melds allowed, how to deal the tiles, and the order of play.



Mahjong tiles are divided into five groups—suits, dragons, winds, flowers and jokers. There are four winds—north, east, west, and south, and four pieces of each. Three dragons are green, white and red, and there are four of each color. There are three suits—dots, craks and bams, and each suit is numbered from one to nine, with four tiles of each number. Each set also includes eight flower tiles and, depending on the manufacturer of the set, these may depict flowers, mandarins, or seasons of the year. Eight jokers complete the pieces.

Players follow procedures. Each builds a wall 19 tiles face down, two tiers high, in front of each other seated around a table in positions set as points of a compass—North, East, West, and South. The player designated as East starts the game by dealing out the tiles to the others. Players pass the tiles between them In a specified sequence before the game begins, as each player gets rid of unwanted tiles, and hopes to receive pieces which fit a combination in his hand. The game proceeds with drawing and discarding tiles until one player completes a hand which contains 14 tiles in a specific combination, then that player calls "mahjong." Combinations include hands similar to a game of rummy—three of a kind, four of a kind, consecutive runs, etc. Each combination has a listed value for scoring. Sometimes, players draw all the tiles before anyone gets mahjong. It ‘s important for participants to play defensively so that other players don’t complete a hand. Only one player can mahjong.

Finding a complete antique set of tiles requires some perseverance. The completeness of a set depends on the variation of the game being played. As with a deck of cards, it’s essential that all tiles match. Early sets contained 144 tiles, a pair of dice, betting sticks which were used much like poker chips to represent money for wagers, markers portraying the seated players, a counter reflecting the four winds which the “bettor,” a fifth player, used to indicate his or her choice of the winner, and some kind of suitable box in which to store all the pieces. Craftsmen made these boxes of fine, carved woods, inlaid with mother of pearl or fitted with silver or brass handles. Sets made after 1923 often came with a small instruction book.

"Old Hong Kong Mahjong" uses the same basic features and rules as the majority of the different variations of the game. This form of Mahjong uses all of the tiles of the commonly available sets, includes no exotic complex rules, and has a relatively small set of scoring sets/hands with a simple scoring system.

By the early 1900s, Mahjong had become a craze in the United States. The first Mahjong sets came to America from China. Some came in handsome rosewood boxes with separate drawers for the stones, wind, flowers, and other Mahjong tiles. The best of these had fine joinery and ornate brass hardware and dice, but many sets came packed in handpainted cardboard boxes. While tiles in less expensive sets were wooden, those in deluxe sets could be ivory or jade.

Mahjong’s popularity continued into the 1950s, then waned in the second half of the 20th century, but surged again in the 1990s after the publication and film version of Amy Tan’s "The Joy Luck Club."




NOTE: There won’t be an antiques blog next week. Please look for the next one the week of Oct. 15.

To read more articles on antiques, please visit the Antiques Article section of my Web site.  And to stay up to the minute on antiques and collectibles, please join the other 18,000 readers by following my free online magazine, #TheAntiquesAlmanac. Learn more about Colonial America in the Spring 2018 Edition, "Early Americana," online now.

Monday, August 1, 2016

Little Keepsakes That Tell a Story



QUESTION: I live in Atlanta, Georgia, and attended some of the events at the Olympic Games held here in 1996. During the games, I acquired about 100 Olympic pins through purchase and trading. I’m particularly proud of the groups of pins I was able to collect, such as one in which all the pins are in the shapes of guitars. My favorite are the blimp pins commemorating the Good Year blimp that helped in media coverage of the games. Can you tell me how the tradition of collecting pins began and what the market is like for Olympic pins today?

ANSWER: You certainly seemed to have amassed quite a number of pins during the Atlanta Games. Today, pins come in all shapes, colors, and sizes and represent a myriad of people, activities, and events at the Games. With the start of the Summer Olympics in Rio this week, it seems appropriate to take a look back and see how pin collecting began.

Pin collecting has become a sport unto itself. But it wasn’t always like that. The Olympic pin tradition began with small cardboard badges worn by athletes and officials at the first modern Olympic Games held in Athens, Greece in 1896. Athletes from competing teams traded them as a gesture of goodwill. At the 1908 Games in Paris, designs of pins grew as specific groups like judges, coaches, and reporters got involved.

The International Olympic Committee (IOC) issued the first pins to be sold to spectators at the 1912 Games in Stockholm, Sweden. Today, the pins created for the 1940 games,  cancelled because of World War II, are highly sought after by collectors.

In 1968, the Mexico City games featured the first butterfly-clutch pin fastener, which  became the standard for Olympic pins. But it wasn’t until the 1984 Summer Games in Los Angeles, California, that trading pins became a tradition. Sponsoring companies, such as Coca-Cola, set up official trading stations to market their own pins. Because the pins were small and affordable, fans quickly seized the opportunity to bring home keepsakes for themselves. At the 1984 Los Angeles Games, some 17 million pins circulated among fans, participants, media representatives, and officials.

Pins began as a pre-social media form of communication that gave fans a reason to start a conversation with each other. The individual country Olympic committees, sponsors, bid cities, media outlets, and many others issue these colorful enameled pins today. Hundreds of thousands appear at each of the Games.

Pins are generally manufactured in limited numbered editions, and collectors seek out those produced in the smallest quantities or from the earliest Games. These also include pins issued by the various cities competing for a chance to host the Olympics.

Some of the most popular ones to collect are those from the smaller countries, such as Jamaica, the Seychelles, and Afghanistan. At the games, fans pin those they’ve collected onto a hat or the strap holding their Olympic credentials. As one fan walks by another, they look at each others’ pins and often one will ask where the other got a particular pin. From there, it’s onto trading and acquiring more pins. As the Games continue, fans try to either gather as many pins as possible or become selective as to the type of pins they want to collect.

The unwritten rule is to trade like pins for like pins. Of course, rules are meant to be broken and that’s the fun of it all. At the last Olympic Summer Games, fans were on the lookout for pins from Rio de Janeiro, the city to host the next Summer Games. At this Olympics, they’ll be on the lookout for pins from the next host city.

Somewhere in the host city, pin collectors representing pin collecting clubs from all over the world congregate to trade pins and stories. It won’t be any different in Rio. Also, hundreds of vendors set up tables to sell pins of every design and origin. Most of these cost about $5 each, so amassing a lot of them can cost a small fortune. The majority of people, however, acquire their pins by trading ones they have for ones they want.

Some collectors have over 30,000 pins in their collections. They’re always on the lookout for pins from the 1936 Berlin Games, a hot commodity in the pin collecting realm.

While it may seem that the only people trading pins are fans and athletes, everyone involved with the Olympics, from the members of the IOC to newspaper reporters, volunteers, judges, and coaches, all get involved.

It used to be that all you needed to do to begin collecting pins was to show up at the Olympics, find some pins and start trading. But today, beginning collectors can find thousands of pins online and while the fun of trading may not be there, the ability to collect just about any pin, even the important ones, is there—for a price.

Pin collecting is affordable and the little darlings don’t take up much room, so they’re ideal for anyone just starting out in collectibles. Searching the Internet for  “Olympic collectibles” will undoubtedly result in links for collecting pins.

An Israeli Olympic pin in the shape of a guitar from the Atlanta Games is today selling for $18 online. And while that same pin sells for a variety of prices, that’s not a bad return on investment. So let the pin games begin!