Last
time I discussed the famous board game Monopoly. The official history
of the game says that in 1933 or ‘34, an unemployed Pennsylvanian named
Charles Darrow invented Monopoly out of thin air and marketed it
himself successfully, later selling it to Parker Brothers and then kicking
back to enjoy a lifetime of royalties--a classic tale of rags to riches
in the true American tradition.
The
real
history was suppressed by Parker Brothers in the 1930s, while
Monopoly
was possibly saving the company from bankruptcy during those otherwise
lean years. But the pesky truth emerged forty years later, during a court
case that stretched from the mid-1970s to the early 80s.
In 1974,
an economics professor named Ralph Anspach invented Anti-Monopoly,
a game in which players break up monopolistic companies. General Mills,
Inc. (at that time, owner of Parker Brothers) cried foul, claiming that
it owned not only the name “Monopoly,” but also anything resembling that
name. General Mills sued Anspach and won, banning Anti-Monopoly
from the market and causing 40,000 games to be buried in a Minnesota landfill.
But Anspach won on appeal, and that ruling was later upheld by the U.S.
Supreme Court. During this legal battle, the ironic truth emerged that
Monopoly
itself had been stolen in the first place, so General Mills was on shaky
ground in claiming it had been wronged.
The
real history of the game goes back at least to 1903, when a young Quaker
named Lizzie Magie applied for a patent on The Landlord’s Game,
which she had invented as an entertaining way to explore the evils of domination
in land ownership. Magie was a firm believer in the “single tax,” a then-popular
idea whereby all government services would be funded by a single tax, on
land alone. The idea was that land ownership enabled huge concentrations
of wealth, and that a single tax on land would create a more equitable
distribution of the earth’s bounty. Magie’s game rules stated that “the
object of this game is not only to afford amusement to players, but to
illustrate to them how, under the present prevailing system of land tenure,
the landlord has an advantage over other enterprisers, and also how the
single tax would discourage speculation.” The Landlord’s Game bore
many similarities to the Monopoly we know today, and Magie received
her patent in 1904.
Over
the next thirty years, the game spread largely by word-of-mouth in the
eastern United States. It was played by Quakers, college students, single
tax advocates, and people such as socialist economist Scott Nearing--who
was forced out of his position in Pennsylvania’s Wharton School of Finance
by steel magnate Andrew Carnegie. Sixty-five years later, Nearing explained
in a letter to Anti-Monopoly creator Anspach that The Landlord’s
Game “was used to prove the anti-social nature of monopoly.”
In the
three decades after the appearance of The Landlord’s Game, many
players altered the rules, and the game evolved. Instead of only paying
rent (as in Magie’s rules), players began holding auctions to buy properties.
In an era of widespread “handyman” skills, many players made their own
game sets and labelled them with familiar properties from their own towns
and cities. The game gradually came to be called “Auction Monopoly,” and
then simply “Monopoly.”
There
was a kind of taboo against marketing the game commercially, since the
game’s enthusiasts (and informal developers) were mostly opposed to capitalism.
But in the late 1920s, a man named Dan Layman began taking steps to market
the game. He called it Finance, because lawyers told him that the
name “Monopoly” was in the public domain--since the very same game was
already being played in Indiana, Pennsylvania, and Massachusetts as Monopoly.
While
Layman’s Finance was working its way to market, a Quaker named Ruth
Hoskins learned a homespun version of Monopoly in Indianapolis.
She moved to Atlantic City in 1929, and after the stock market crashed,
the game was quickly picked up by the Quaker community there. The Atlantic
City Quakers replaced the Indiana property names with local names, and
by late 1930 the Atlantic City Monopoly board--the board we know
today--was established.
Some
friends of Hoskins taught the game to a hotelkeeper from Pennsylvania named
Charles Todd. Todd and his wife in turn taught it to Charles Darrow, now
considered the “inventor” of the game in the official history. In a 1970s
deposition, Todd stated that “the first people we taught it [Monopoly]
to was Darrow and his wife Esther...It was entirely new to them. They had
never seen anything like it before and showed a great deal of interest
in it.” Darrow was out of work, with a family to feed. He saw a golden
but tainted opportunity, and became rich by claiming to have invented something
that had simply fallen into his lap.
Darrow
got a patent on Monopoly, and later sold this patent to Parker Brothers.
Documents released decades later during the Anti-Monopoly trials
show that while Parker Brothers may have been duped by Darrow initially,
the company soon knew the truth--a 1935 letter from Parker Brothers President
Robert Barton to Darrow states that the company had learned that the game
developed from an earlier game that had been around for years, and that
Darrow had simply appropriated the name “Monopoly.” But Monopoly
was already an instant bestseller, and the company had no desire to part
with it. Instead, Parker Brothers acted quickly to suppress the truth and
to establish an ironclad monopoly on Monopoly.
Officially,
the company continued to accept Darrow’s claim that he had invented the
game. Next, Parker Brothers bought Lizzie Magie’s patent on The Landlord’s
Game, since that game was the direct precursor of Monopoly and
a court could very conceivably have ruled that Magie owned the rights to
Monopoly.
The now gray-haired Magie had remained steadfast in her beliefs; she was
uninterested in money but wanted The Landlord’s Game to reach a
wider audience due to the social and political lessons it could teach.
She hoped or somehow believed that Parker Brothers would get her game out
into the big world. She naively sold her patent to Parker Brothers for
$500, without receiving any formal assurance that the company would act
to popularize The Landlord’s Game. Patent in hand, Parker Brothers
sold a few hundred copies of the game and then eased it into a quiet death.
Dan
Layman’s game Finance was a bigger problem. Ruined by the Depression,
Layman had sold his patent for a mere $200 to a game manufacturer named
David Knapp. Knapp knew the true history of Monopoly and threatened
to reveal it, so Parker Brothers paid him $10,000 for the rights to Finance
and for a promise of silence. Parker Brothers then changed Finance
to make it look like a spin-off from Monopoly.
Finally,
Parker Brothers embarked on a mission to find and buy up original homemade
game sets--which according to the official history were not supposed to
exist. The company had some success in this, but it was spectacularly successful
in its public relations campaign to insert the official history into the
mind of the American public. Major publications such as Time, Life,
The
New Yorker, The Saturday Evening Post, and The Atlantic Monthly
all swallowed the romantic story of Darrow’s genius hook, line, and sinker.
This bogus history is still repeated today in the instructions that accompany
every game sold--notwithstanding the testimony and documents that emerged
in the Anti-Monopoly trials of the 70s and 80s. Why let the truth
get in the way of a good story?
Despite
its checkered history, Monopoly is still a great game that I love
to play. I like the collaborative process of negotiation in trying to frame
“deals” between two or more players--deals that all can agree to. I enjoy
role-playing, and fluctuate myself between “nice guy” and “greedy tycoon.”
The paradox of trying to help other players through mutually beneficial
deals, while simultaneously plotting how to bankrupt them, is especially
intriguing. I marvel at how people’s differing personalities are revealed--this
game can really reflect the human soul and human relationships. I am particularly
struck by the bittersweet ambiguity of winning--in Monopoly, winning
is for me an ultimately empty experience. After the thrill and joy of negotiation
and competition, with victory there’s now no one left to play with. The
game is over, you have all the money and all the property, you own it
all, but it’s lonely at the top. Yes, there’s a lot going on in this
board game, and Lizzie Magie’s deeply felt lesson still shines through
all the changes in the game, and through all the years.
The above article
is the second of a two-part series; click here to go back to the first
article: Monopoly.
(Brian
wishes to thank investigative journalist Burton H. Wolfe for his remarkable
1976 article in the San Francisco Bay Guardian, “The Monopolization of
Monopoly.” Wolfe’s article, and much else, can be found via links from
http://boardgames.tqn.com/cs/monopolyhistory/)