The Anthropocene Reviewed(47)



In Monopoly, you land on various properties as you move around a square board. In the original game, the properties are from a fictionalized version of Atlantic City, New Jersey, but that changes depending on region and edition. For instance, in the Pokémon version of the game, properties include Tangela and Raichu. Regardless, if you land on an unclaimed property, you can purchase it, and if you establish a monopoly by purchasing related properties, you can build houses and hotels. When other players land on places you own, they must pay you rent. Acquire enough properties, and the rent becomes unsustainable for your fellow players, and they go bankrupt.

There are many problems with Monopoly, but maybe the reason the game has persisted for so long—it has been one of the world’s bestselling board games for over eighty years—is that its problems are our problems: Like life, Monopoly unfolds very slowly at first, and then becomes distressingly fast at the end. Like life, people find meaning in its outcomes even though the game is rigged toward the rich and privileged, and insofar as it isn’t rigged, it’s random. And like life, your friends get mad if you take their money, and then no matter how rich you are, there’s an ever-expanding void inside of you that money can never fill, but gripped by the madness of unregulated enterprise you nonetheless believe that if you just get a couple more hotels or take from your friends their few remaining dollars, you will at last feel complete.

To me, the worst thing about Monopoly is its convoluted, self-contradictory analysis of capitalism. The game is essentially about how acquiring land is literally a roll of the dice, and how the exploitation of monopolies enriches the few and impoverishes the many. And yet, the point of the game is to get as rich as you can.

Monopoly’s mealymouthed take on economic inequality is also like life, at least life in Monopoly’s home nation of the United States, where many of us think of billionaires the way I thought of the popular kids in middle school. I despised them, but also desperately wanted to be them. In Monopoly’s case, the thematic inconsistency of the game is largely a product of its complicated origin story, which turns out to say far more about capitalism than the game itself does.

Here’s the creation myth as it gets told by Monopoly’s current owner, the toy company Hasbro: In 1929, in the wake of the great stock market crash, forty-year-old Charles Darrow lost his job in Philadelphia and was forced to scratch together a living as a door-to-door salesman. But then in 1933, he invented the board game Monopoly, eventually patenting the game and licensing it to the company Parker Brothers. Darrow became the first board game millionaire, a proper rags-to-riches story of an American inventor succeeding via the sweat of his Randian brow.

It’s a great story; so great, in fact, that many copies of Monopoly have been printed with Darrow’s biography alongside the rules. Today, there’s even a plaque in Atlantic City celebrating Charles Darrow. The only problem with the story is that Charles Darrow did not invent Monopoly.

Almost thirty years earlier, a woman named Elizabeth Magie created a board game called the Landlord’s Game. As detailed in Mary Pilon’s wonderful book The Monopolists, Magie was a writer and actor who supported her artistic pursuits with a career as a stenographer and typist, work that she hated. “I wish to be constructive,” she once said, “not a mere mechanical tool for transmitting a man’s spoken thoughts to letter paper.”

In her lifetime, Magie was best known for a newspaper ad in which she offered herself up for sale to the highest bidder. She described herself as “not beautiful, but very attractive,” and a woman of “strong bohemian characteristics.” The ad, which made national news, was meant to call attention to the discrimination against women in every aspect of American life, which forced them out of the workforce and into subservient roles in marriage. She told a reporter, “We are not machines. Girls have minds, desires, hopes, and ambitions.”

Magie also felt that no feminist movement could succeed without larger changes in the economic system. “In a short time,” she said, “men and women will discover that they are poor because Carnegie and Rockefeller have more maybe than they know what to do with.” To help show this to the world, in 1906 Magie created the Landlord’s Game. Magie was a follower of Henry George, an economist who believed, as Antonia Noori Farzan put it in the Washington Post, “that railroads, telegraphs, and utilities should be publicly owned, rather than controlled by monopolies, and that land should be considered common property.”

Magie designed the Landlord’s Game to illustrate George’s ideas, and believed that as children played it, they would “see clearly the gross injustice of our present land system.” The Landlord’s Game was similar to Monopoly in many ways: Like Monopoly, it had a square board with properties, and like Monopoly, if you made a bad roll you could go to jail. But Magie released her game with two sets of rules. In one, the goal—like contemporary Monopoly—was to impoverish your opponents and acquire land monopolies. In the other set of rules, “all were rewarded when wealth was created,” as Pilon put it. One set of rules showcased how rent systems enriched landlords while keeping tenants poor, leading to capital over time concentrating in fewer and fewer hands. The other set sought to suggest a better way—in which wealth generated by the many was shared by the many.



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The monopolist rules for the Landlord’s Game proved more popular, and as college students learned the game and played handmade versions of it, they expanded and changed rules to make it even more similar to the Monopoly we know today. An Indianapolis version, called the Fascinating Game of Finance, was released in 1932, and it was in Indianapolis that a woman named Ruth Hoskins learned the game. She soon moved to Atlantic City, and adapted the game to her new hometown. Hoskins taught the game to many people, including a couple who later moved to Philadelphia, where they taught the Fascinating Game of Finance to a guy named Charles Todd, who in turn taught it to Charles Darrow. Darrow then asked for a copy of the rules, altered some of the design, patented the game, and became a millionaire.

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