size of a square hatbox—not too big and not too small—and its lid was inlaid with semiprecious gems to form a scene: a river with a bridge across it, a small temple on one bank, a willow weeping from the sloping shore. Three figures stood atop the bridge and above them a lone bird circled.
The box they guarded jealously, filled as it was with everything material to The Game. For although The Game demanded a good deal of running and hiding and wrestling, its real pleasure was enjoyed elsewhere. Rule number two: all journeys, adventures, explorations and sightings must be recorded. They would rush inside, flushed with danger, to record their recent adventures: maps and diagrams, codes and drawings, plays and books.
The books were miniature, bound with thread, writing so small and neat that one had to hold them close to decipher them. They had titles: Escape From Koshchei the Deathless ; Encounter with Balam and his Bear ; Journey to the Land of White Slavers . Some were written in code I couldn’t understand, though the legend, had I the time to look, would no doubt have been printed on parchment and filed within the box.
The Game itself was simple. It was Hannah and David’s invention really, and as the oldest they were the chief instigators of adventure. They decided which location was ripe for exploration. The two of them had assembled a ministry of nine advisors—an eclectic group mingling eminent Victorians with ancient Egyptian kings. There were only ever nine advisors at any one time, and when history supplied a new figure too appealing to be denied inclusion an original member would die or be deposed. (Death was always in the line of duty, reported solemnly in one of the tiny books kept inside the box.)
Alongside the advisors, each had their own character. Hannah was Nefertiti and David became Charles Darwin. Emmeline, only four when the governing laws were drawn up, had chosen Queen Victoria. A dull choice, Hannah and David agreed, understandable given Emmeline’s limited years but certainly not a suitable adventure mate. Victoria was nonetheless accommodated into The Game, most often cast as a kidnap victim whose capture was precipitant of a daring rescue. While the other two were writing up their accounts, Emmeline was allowed to decorate the diagrams and shade the maps: blue for the ocean, purple for the deep, green and yellow for land.
Occasionally, David wasn’t available—the rain would subside for an hour and he would sneak out to play marbles with the other estate lads, or else he would occupy himself practising piano. Then Hannah would realign her loyalties with Emmeline. The pair would hide away in the linen closet with a store of sugar cubes from Mrs Townsend’s dry store, and would invent special names in secret languages to describe the traitorous absconder. But no matter how much they wanted to, they never played The Game without him. To do so would have been unthinkable.
Rule number three: only three may play. No more, no less. Three. A number favoured as much by art as by science: primary colours, points required to locate an object in space, notes to form a musical chord. Three points of a triangle, the first geometrical figure. Incontrovertible fact: two straight lines cannot enclose a space. The points of a triangle may move, shift allegiance, the distance between two disappear as they draw away from the third, but together they always define a triangle. Self-contained, real, complete.
The Game’s rules I learned because I read them. Written in neat but childish handwriting on yellowing paper, stuck beneath the lid of the box. I will remember them forever. To these rules, each had put their name. By general agreement, this third day of April, 1908. David Hartford, Hannah Hartford , and finally, in larger, more abstract print, the initials EH . Rules are a serious business for children, and The Game required a sense of duty adults wouldn’t understand. Unless of course they were
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