“I Declare War” game
The Plot Against AmericaThe “I Declare War” game is a children’s street game that gives Philip Roth’s neighborhood a miniature stage for international conflict. Played incessantly during the summer, it transforms chalk, a rubber ball, and a patch of sidewalk into a map of nations where a sudden declaration sends children running, freezes them in place, and turns play into counterattack. Its remembered rules, and its appearance in a nightmare about altered postage stamps, connect childhood play to the book’s persistent atmosphere of political fear.
Rules and Repeated Play
The children drew a circle about five or six feet across and divided it into as many pie-shaped segments as there were players. Each segment bore the name of a country that had been in the news. A player chose a country and stood with one foot inside the circle and one outside, ready to flee. The designated caller held the ball aloft, announced that war was being declared, and named the target country as the ball struck the ground.
Everyone except the player whose country had been named ran. That player had to catch the bouncing ball as quickly as possible and call for the others to stop. The children who had just fled then became the aggressors: they froze where they stood while the targeted player threw the ball at them one by one, beginning with those nearest and advancing with each successful hit. The game’s sequence made attack and retreat, sudden vulnerability, and retaliatory force its basic mechanics.
The country names included Germany, Japan, Holland, Italy, Belgium, England, and China; sometimes the children even called America as the target. They played so often that rain washing the chalk away was a temporary interruption. The country names left visible traces on the neighborhood pavement, where passersby had to step on or over them. Mothers, hearing the game continue for hours from open windows, urged the children to find something else to play, but war was what held their attention.
Childhood Play and Political Fear
The game belongs to a childhood remembered under the shadow of the 1940 presidential campaign and the prospect of national conflict. Philip’s retrospective account begins from a condition of pervasive fear, and the children’s repeated performance of war gives that fear a concrete, playable form. The chalk map is both a neighborhood game and a set of countries rendered vulnerable to a sudden choice; the caller’s announcement determines who must flee and who is left to face the attack.
The game’s simple division into countries and opponents does not make it a direct prediction of later events. Rather, its recurrence sits beside a wider story in which political conflict moves out of speeches and into public streets. Walter Winchell’s campaign draws crowds and then violence, while Newark’s Jewish leaders prepare for possible attacks and Longy Zwillman organizes a Provisional Jewish Police. Against that escalation, the children’s ball game reads as an unsettlingly small-scale rehearsal of the language of threat and retaliation, not as its cause.
The Game in Philip’s Nightmare
The game also fixes the location of one of Philip’s childhood nightmares. In the dream, he carries his stamp album while fleeing a pursuer and drops it on the sidewalk where the children regularly play. He checks the album for stamps that might have come loose, then finds that the portraits on his twelve 1932 Washington Bicentennial stamps have become portraits of Adolf Hitler. The stamps retain their original colors, frames, and the words “United States Postage,” but the names on their ribbons have changed.
On the facing page, the images on the 1934 National Parks stamps remain recognizable American landscapes, yet a black swastika has been printed across each one. The nightmare ends with Philip waking on the floor, screaming. The game’s familiar patch of pavement thus becomes the point where the dream’s wartime menace meets an ordinary childhood setting; the album, a prized possession, carries the nightmare’s transformation of national symbols into the home and the child’s private world.
Narrative Significance
The game turns international events into bodily instructions children can act out: choose a country, wait for the declaration, run, stop, and strike back. Its relentless repetition makes war not distant news but a pattern learned through play. The detail that children sometimes declare war on America sharpens the game’s unstable boundary between observer and target: no country, even one’s own, is necessarily outside the circle.
In the nightmare, the game is not played again; instead, its location anchors Philip’s encounter with national imagery altered by Hitler and the swastika. Across these scenes, the same child’s world holds both the orderly rituals of collecting and the abrupt violence of the game. Together, they show how political fear can enter ordinary objects and familiar places without making childhood play itself identical to the danger it reflects.