might take, another disturbing liberation that the gaming table seemed to promise.[71] La
Bruyère summarized these images of social atomization in picturing the gamblers assembled:
"[I]mplacable toward one another, and irreconcilable enemies while the session lasts, they no
longer recognize friendships [liaisons ], connection [alliance ], birth, or distinctions."[72]
To play cards, so ran the argument, was to experience republican equality, freedom from the
constraints of both natural and social position. Gaming encouraged wives and sons to disobey
patriarchal authority, and it turned social connectedness into hostile individualism.
― 166 ―
Obviously the moralists and comedians overstated their case, for much gaming took place within
highly restrictive settings, among men and women who knew each other well. Yet the practical
workings of card-playing in fact conformed to the moralists' vision of it, for gambling was
widely seen as a way for outsiders to enter society, even the relatively closed society of the royal
court: "There is nothing that brings a man more suddenly into fashion, or attracts so much
attention to him, as playing for high stakes."[73] La Bruyère meant to be sarcastic, and so did
Regnard's play Le Joueur , which included a "marquis de hasard , created by lansquenet / . . . /
Who, it is said, gains much by his play, / And before a marquis, was once a valet."[74] But
others made the same point in positive terms. "By gambling," Tallemant des Réaux claimed,
"young people who have scarcely any property introduce themselves everywhere and find a
means of living."[75] Nicolas Faret's best-selling Honnête homme presented gaming as one of
the skills that a young man needed to learn, "because thus he can sometimes mix familiarly" in
good company.[76] Excessive gaming might be a dangerous vice, but within limits it represented
one of the normal ways by which a young man or woman entered society. Gaming was a means
of social mobility, a mechanism by which outsiders broke through social distinctions.
Gaming thus offered experiences of competition, calculation, and freedom from ascribed social
roles, experiences in which value rested entirely on the cards that one held and in which activity
was directed toward acquisition. Moralists correctly saw these as ways in which gaming
undermined the ideals of a society whose distinctions were clear, permanent, and founded on
birth. To be sure, gaming had other dimensions. The gaming table offered chances to display
wealth and demonstrate indifference to its loss, indeed, to show oneself above mercantile
calculations. It allowed for the display of competitive toughness, hence presumably its early
appeal to military men; and it was a way of coping with the boredom of both military camp and
court. One need not deny the significance of these impulses to emphasize instead the structural
patterns of seventeenth-century gambling.
― 167 ―
As the seventeenth century practiced it, gaming was strikingly detached from the world of landed
property, and indeed from the countryside altogether; it infringed boundaries of gender and
status; and it centered on the pursuit of money. It represented, I am suggesting, a voluntary
withdrawal from aristocratic society, a deliberately sought experience of competitive,
anonymous social relations.
As such, I think, it should be attached to other forms of seventeenth-century sociability that
pointed in the same directions. In the salon as at the gambling table, gender distinctions were
blurred.[77] Masked balls, at which participants interacted anonymously, without knowledge of
one another's standing, were another such form, and we have seen that they acquired enormous
popularity in the later seventeenth century as an occasion for "liberty without disorder," an
occasion to act "as if everyone were equal."[78] Like gambling, the masked ball represented a
deliberate experiment in doing without social distinctions. At a greater remove, but with
important parallels, there was the growing readiness of noble women and men to write for