ON
THE MAP
Maoz Azaryahu &Yoram Bar-Gal,
1999
Department of Geography, Haifa
University, Israel
In: Tartakover, D., (Curator),
A Trip Across the Country, Games from Mr. Barlevy's Store,
Eretz Israel Museum, Tel -Aviv, (Catalogue) pp. 43-45
Abstract
As a patriotic ritual and an educational experience,
the Tiul (trip) figured prominently in the curricula of
Hebrew schools and the activities of Zionist youth movements.
The idea of designing a trip across the country as the basis for
a board game was first implemented in the 1920s, more than two
decades after a tour of the land first became part of the Zionist
educational agenda.
Throughout the game, the players are continually exposed
to the map and internalize its contours and details. In this sense,
playing the game acquaints the players with the map. Touring the
country amounts to learning the map. In this capacity, the map
is more than simply an aspect of the game; it is the message.
It is particularly significant, with regard to the matter at hand,
that a map functioning as a visual metaphor and cartographic text
of the Hebrew homeland underpins the tour of the country facilitated
by the game. There are six different versions of the map, since
it was periodically altered to correspond to the changes taking
place in the political geography and geography of the settlement
of Eretz Israel from the 1920s to the 1960s. No less importantly,
the map was adjusted to reflect the changes that occurred in the
topography of the Zionist myth of Eretz Israel. Each of the maps
is an historical document reflecting the geographical conditions
prevailing at the time of its creation, as well as the perspective
of its creator. Moreover, the maps characteristically emphasize
certain elements that express their latent educational message.
The first map, visually sparse as compared to later
maps, was introduced in the late 1920s. The other maps are based
on the one created in 1936 by Zeev Vilnay especially for this
game. Thus, the map that represented the Eretz Israel of the 1940s
was simply an updated, more graphically rich version of Vilnay's
original map. This is also true with respect to the game maps
created after statehood. Vilnay's map also determined the basic
structure of the trip's route: it began in Jerusalem and ended
in Metulla, with 125 stops along the way. In this regard, it is
significant that Jerusalem is marked "1", since this indicates
that it was emphasized as the symbolic center of Eretz Israel.
The maps of A Trip Across the Country illustrate various versions
of the Hebrew Eretz Israel. Most of the settlements shown on them
are Jewish, while the Arab geography of Mandatory Palestine and
the State of Israel after 1948 is limited primarily to the large
Arab cities that were an inseparable part of the transportation
routes, and, as such, were points of reference that could not
be ignored. The Arab villages that do appear on the maps are the
ones of importance to the Jewish history of Eretz Israel. The
fact that the maps are "Hebrew' is evinced not only by the use
of the Hebrew language; but also by the strict use of the historical
Hebrew names of places and sites.
An important political aspect of these maps is the
manner in which the borders of the country are marked. The history
of the map of Eretz Israel resects the tension between Eretz Israel
as defined by the mythical terms of God's promised borders", a
nostalgic perception of a glorious national past, on the one hand,
and the recognized political borders that define the land as a
political-administrative unit, on the other. The inclusion of
the eastern side of the Jordan in the area of Eretz Israel was
a major issue. Another important development was the inclusion
of the Negev within the borders of the map of Eretz Israel after
the establishment of the State. The map formulated in the late
fifties had to delineate Israel, not Eretz Israel. As such, it
represented the cartographic and political reality of the pre-1967
period: Israel within the green line. The territory beyond the
boundary line was empty of settlers and sites. The symbolic-historical
link to the territory known as. "the West Bank", was manifested
also in the names Judaea and Samariya, geographic designations
rich in historical-biblical associations.
Particular importance was given to the iconographic
aspect of the map. Places were marked not only by name, but also
by iconographic representations that expressed the
essence and significance of the
represented place. Thus, for example,
Jerusalem is represented by the
traditional image of David's Tower.
Tel Aviv, the city that was
a consummate expression of Hebrew
revival, was represented on the 1940s
game map by the city emblem,
which itself was an official representation
of "the first Hebrew city".
The iconographic representations of a
place reflected its myth. This
was particularly striking with regard
to sites that were milestones
in the mythic geography of
Zionism. Tel-Hai, for example, is
marked on the game maps by
the statue of a roaring lion, which,
since its unveiling in 1934,
has become the symbol of Tel-Hai
and the heroic story behind it.
The iconography of the map
of A Trip Across the Country
provides a great deal of information,
not only about settlements and
sites, but also about the Zionist
perception of the land - both
Hebrew and indigenous. The indigenous
areas are considered to be "undeveloped;
their transformation into a "Hebrew"
land required settlement and development.
As a result of developmental processes,
the 'proper Zionist landscape is
portrayed as progressive and modem.
The Hebrew village is represented
on the map by water towers
and houses roofed in red tiles.
Beyond the iconographic representation
of major Arab cities such as
Nablus or Acre, the indigenous
areas are illustrated primarily with
stereotypical images such as palm
trees, camels and Bedouins. In summary,
the maps of A Trip Across the
Country were more than simply
game boards. They represented the
Hebrew map of Eretz Israel
as it was developing. The map
was a Zionist text, not intended
to create an "objective" picture of
the geography of (Eretz) Israel,
but rather to present the proper
Zionist perspective of the time.
Furthermore, these maps tended to
clearly represent the Zionist consensus
of their time. They combined
Zionist consciousness and an educational
process, and their importance lies
in the fact that they provided
a visual image of Zionist Eretz
Israel that would eventually become
- as it does in the game
- a mental image of the Hebrew
homeland.