I know of only three ways to win at the
game of Monopoly. First you buy or trade to get a monopoly of all
four railroads and the three orange properties; St. James Place,
Tennessee Avenue and New York Avenue. On average, players land on the
oranges more often because they are just after the Jail. Then you
build three houses on each, no hotels. This gives you a return on
your investment about every ten times your opponents roll the die.
The only way to give yourself a better chance of winning is to either
become the banker and embezzle your way to victory, or get the other
players to adopt a house rule that subtly favors you, and then apply
it mercilessly. Real Wall Street bankers play this way all the time.
Surprisingly few people notice the
fundamental capitalistic lesson in Monopoly, which is that you play
it with dice. Chance always determines the short term outcome of
events, much the same way that derivatives always explode, because
sooner or later everybody rolls snake eyes. As proof of this consider
what happened to the lady who invented the game of Monopoly. Her name
was Elizabeth “Lizzie” Magie, a bright, well educated and
determined Illinois Quaker lady, who in her late twenties was looking
for a cause. See, Quakers had a long history as abolitionists, and
the abolition of slavery after the Civil War, left them with an
identity crises. “Lizzie” found her new cause in the
rantings of a self taught economist with two first names.
All you need to know about Henry George
is that in the 1870's he owned a newspaper in San Francisco, and in
1886 he ran for mayor of New York City, coming in second but still
beating Republican Teddy Roosevelt – in short, all his life George
was a square peg in search of a round hole. He did not believe in
free trade, he didn't like Asians, he liked paper money but he hated taxes - income taxes, sales taxes, and capital gains taxes. He sounds very
Republican, doesn't he? Well, he was a Socialist- Catholic- Trade
Unionist, who thought government should be supported solely by
property taxes. But if you think a government supported only by
property taxes is a good idea, I suggest you talk to any school board
in America.
“Lizzie” Magie was a Henry devotee,
and as the 19th century drew to a close, she was living in
a interracial community of Brentwood, Maryland, and looking for some
way to popularize her hero's ideas. Possessing that odd combination
of whimsy and discipline required to design games, Lizzie came up
with a joyless plaything she called “The Landlord's Game”.
“Children of nine or ten,” she assured potential customers, “can
easily understand the game and they get a good deal of hearty
enjoyment out of it...The little landlords take a general delight in
demanding the payment of their rent.”
Lizzie's innovation was that unlike
previous Victorian board games, her's had no beginning or end. It was
an endless loop. The four corners of her board were labeled Absolute
Necessity - Coal Tax, Public Park, Jail and a globe encircled by a
banner reading “Labor Upon Mother Earth Produces Wages”.
Properties along the straightaways were four railroads, a Water
Franchise, four Luxury Lanes, and Easy Street, Lonely Lane, Legacy,
the Poor House and Lord Blueblood's Estate (No Trespassing, go to
jail), and three other Absolute Necessities – Clothing, Shelter,
and Bread. Every time you passed the Labor space you got a hundred
bucks, and every time somebody landed on a property it went up for
auction. In 1902, “Lizzie” took her new game to America's king of
games, George S. Parker
When this George was sixteen he had
invented a card game called Banking. Players borrowed money from the
bank and the draw from the 160 card deck determined how successful
they would be. George invested $40 to print up 500 decks of Banking
cards, and sold 488 of them. With that $100 in profit he built an
empire, hiring his brothers and issuing similar card games called
Klondike Gold Rush and War in Cuba. So, when Lizzie approached him,
George found her a kindred spirit and offered a considered
critique of “Landlords”. It stunk. “How do you end this game?”
he asked, voicing a concern millions of players would repeat over the
next 100 years. But he also urged her to get her game copyrighted,
which Maggie did. She was granted U.S. Patent 748,626 on January 5,
1904. In 1906, the brothers hit it big with George's new card game
Rook. Almost unnoticed, Lizzie packed her bags and moved to Chicago.
And there she started her own game company.
She was supported by other Quakers and
followers of Henry George, and in 1906, in Chicago, they formed the
Economic Game Company, to publish and distribute the Landlord's Game, with a few modifications. She added a bank, wages, and public transportation in the center of the board.
Lizzie kept in contact with the Parker Brothers, who, in 1910,
published her her new card game called Mock Trial. Game design wasn't
a living, but then Lizzie wasn't in it for the money. She was on a
mission. Which is probably why what happened next had little to do
with Lizzie.
In 1915 economists Scott Nearing was
the most popular lecturer at the Wharton School of Business at
Pennsylvania State University. Eventually the trustees would fire him
for being a radical, but then eventually the American Communist
Party would expel him the same reason. But before he was fired,
Nearing introduced The Landlord's game to his students, and they set
about spreading it from one fraternity brother to another. Future "new dealer" Rexfordd Guy Tugwell introduced a shortened version
the game (called Monopoly Auction) to his classmates at Columbia
graduate school of Economics. Another Nearing student, Daniel W.
Lyman, started marketing his own shortened version of the game
(called Finance) in Indianapolis, Indiana, where he labeled the
rental properties with local street names and added Chance and
Community Chest cards.
In 1929, school teacher Ruth Hoskins
learned the game from her brother, who was friends with Daniel Lyman.
Later that year she got a job teaching at the Friends (Quaker) School
in Atlantic City, and she introduced the game to her students. When
she drew up her version of the game board, she named the properties
after streets her students lived on in Atlantic City. But unfamiliar
with the area, she misspelled the name of a suburb, Marven Gardens
(a combination of two town names – Margate City and Ventor City) as
Marvin Gardens. And, since her Quaker students objected to auctions
on religious grounds, the game was changed again, so that landing on
a property gave you the sole right to buy it, for the price listed on
the deed. Once again the game proved very popular.
Ruth's student who lived in Marven
Gardens was Charles Todd. He had suggested naming the railroads after
real lines. The game's B and O was the Baltimore and Ohio, while the Reading
was the Philadelphia and Reading railroad. The Pennsylvania Railroad
was for many decades the largest railroad in the world, and while The
Short Line was not a specific road, it was the general title for any
short commuter line. Just as the Great Depression began in earnest in 1932,
Charles Todd introduced the game to two new friends who were in a
very rough spot.
William Darrow had been a domestic
heater salesman in Philadelphia, until the
Depression wiped out his livelihood. His was now working at odd jobs, and
his wife Esther was pregnant, and one look at the game Monopoly Auction,
convinced William that this could be his salvation. Charles Todd would
later testify that “Darrow asked me if I would write up the rules
and regulations, and give them to Darrow.” Whereupon, Darrow asked
for two or three copies, which Charles gave him. And with that,
William Darrow was on his way to being a millionaire.
Charles drew up the game on oil cloth
(copying Ruth's misspelling), his wife and son filled in the colors,
and a graphic artist then added the icons of Jake the jailbird and
Police Officer Edgar Mallory on the Go to Jail cards. The little rich
guy with the top hat, Uncle Pennybags would come later, after Charles
copyrighted the game under his own name in 1933 before selling it to
Parker Brothers in 1936 as his own invention, which it was not.
The marketing department
at Parker Brothers made Monopoly the most popular game in America,
and made William Darrow a multimillionaire. He spent the rest of his
life traveling the world in luxury. Of course, eventually the lawyers
at Parker Brothers realized they had a problem with “Lizzie”. Remember her? But this also gave them power over Darrow. So, first
they pressured him to give them the free and clear rights to publish the game outside of the
United States, in exchange for taking over all legal costs of
defending William against copyright infringement. William Darrow caved under just a little pressure. All that remained was to get Maggie to sign over her rights to her Landlord's Game.
The new president of Parker Brothers,
Robert Barton, later testified that he asked Lizzie if she would
agree to some changes in her game. He testified later that her answer
was “No. This is to teach the Henry George theory of single
taxation, and I will not have my game changed in any way whatsoever."
So being a good businessman, Barton stopped pushing, bought Lizzie's
rights for a measly $500, and an agreement to publish her new version
of The Landlord's Game. The third edition was shipped to stores all over the United States in 1939, but
Parker Brothers did nothing to promote it. After a few weeks all
copies were called back to Parker Brothers and destroyed. By the time Lizzie realized she
had been snookered, it was too late. And her game, and its twin named inspiration, were quickly forgotten.
In a way, she had just gotten a lesson
in the game she had invented. And Parker Brothers had just gotten a great big Get Out of Jail Free card. And that is the real lesson in Monopoly.
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