NY Times, Feb. 15 2015
Monopoly’s Inventor: The Progressive Who Didn’t Pass ‘Go’
By MARY PILON

For generations, the story of Monopoly’s Depression-era origins 
delighted fans almost as much as the board game itself.

The tale, repeated for decades and often tucked into the game’s box 
along with the Community Chest and Chance cards, was that an unemployed 
man named Charles Darrow dreamed up Monopoly in the 1930s. He sold it 
and became a millionaire, his inventiveness saving him — and Parker 
Brothers, the beloved New England board game maker — from the brink of 
destruction.

This month, fans of the game learned that Hasbro, which has owned the 
brand since 1991, would tuck real money into a handful of Monopoly sets 
as part of the game’s 80th “anniversary” celebration.

The trouble is, that origin story isn’t exactly true.

It turns out that Monopoly’s origins begin not with Darrow 80 years ago, 
but decades before with a bold, progressive woman named Elizabeth Magie, 
who until recently has largely been lost to history, and in some cases 
deliberately written out of it.

Magie lived a highly unusual life. Unlike most women of her era, she 
supported herself and didn’t marry until the advanced age of 44. In 
addition to working as a stenographer and a secretary, she wrote poetry 
and short stories and did comedic routines onstage. She also spent her 
leisure time creating a board game that was an expression of her 
strongly held political beliefs.

Magie filed a legal claim for her Landlord’s Game in 1903, more than 
three decades before Parker Brothers began manufacturing Monopoly. She 
actually designed the game as a protest against the big monopolists of 
her time — people like Andrew Carnegie and John D. Rockefeller.

She created two sets of rules for her game: an anti-monopolist set in 
which all were rewarded when wealth was created, and a monopolist set in 
which the goal was to create monopolies and crush opponents. Her 
dualistic approach was a teaching tool meant to demonstrate that the 
first set of rules was morally superior.

And yet it was the monopolist version of the game that caught on, with 
Darrow claiming a version of it as his own and selling it to Parker 
Brothers. While Darrow made millions and struck an agreement that 
ensured he would receive royalties, Magie’s income for her creation was 
reported to be a mere $500.

Amid the press surrounding Darrow and the nationwide Monopoly craze, 
Magie lashed out. In 1936 interviews with The Washington Post and The 
Evening Star she expressed anger at Darrow’s appropriation of her idea. 
Then elderly, her gray hair tied back in a bun, she hoisted her own game 
boards before a photographer’s lens to prove that she was the game’s 
true creator.

“Probably, if one counts lawyer’s, printer’s and Patent Office fees used 
up in developing it,” The Evening Star said, “the game has cost her more 
than she made from it.”

In 1948, Magie died in relative obscurity, a widow without children. 
Neither her headstone nor her obituary mentions her role in the creation 
of Monopoly.

A Born Provocateur

Elizabeth Magie was born in Macomb, Ill., in 1866, the year after the 
Civil War ended and Abraham Lincoln was assassinated. Her father, James 
Magie, was a newspaper publisher and an abolitionist who accompanied 
Lincoln as he traveled around Illinois in the late 1850s debating 
politics with Stephen Douglas.

James Magie gained a reputation as a rousing stump speaker. “I have 
often been called a ‘chip off the old block,’ ” Elizabeth said of her 
relationship with her father, “which I consider quite a compliment, for 
I am proud of my father for being the kind of an ‘old block’ that he is.”

Because of her father’s part ownership of The Canton Register, Elizabeth 
was exposed to journalism at an early age. She also watched and listened 
as, shortly after the Civil War, her father clerked in the Illinois 
legislature and ran for office on an anti-monopoly ticket — an election 
that he lost.

The seeds of the Monopoly game were planted when James Magie shared with 
his daughter a copy of Henry George’s best-selling book, “Progress and 
Poverty,” written in 1879.

As an anti-monopolist, James Magie drew from the theories of George, a 
charismatic politician and economist who believed that individuals 
should own 100 percent of what they made or created, but that everything 
found in nature, particularly land, should belong to everyone. George 
was a proponent of the “land value tax,” also known as the “single tax.” 
The general idea was to tax land, and only land, shifting the tax burden 
to wealthy landlords. His message resonated with many Americans in the 
late 1800s, when poverty and squalor were on full display in the 
country’s urban centers.

The anti-monopoly movement also served as a staging area for women’s 
rights advocates, attracting followers like James and Elizabeth Magie.

In the early 1880s, Elizabeth Magie worked as a stenographer. At the 
time, stenography was a growing profession, one that opened up to women 
as the Civil War removed many men from the work force. The typewriter 
was gaining commercial popularity, leaving many to ponder a strange new 
world in which typists sat at desks, hands fixed to keys, memorizing 
seemingly illogical arrangements of letters on the new qwerty keyboards.

When she wasn’t working, Magie, known to her friends as Lizzie, 
struggled to be heard creatively. In the evenings, she pursued her 
literary ambitions, and as a player in Washington’s nascent theater 
scene, performed on the stage, where she earned praise for her comedic 
roles. Though small-framed, she had a presence — an audience at the 
Masonic Hall exploded with laughter at her comical rendition of a 
simpering old woman.

She also spent her time drawing and redrawing, thinking and rethinking 
the game that she wanted to be based on the theories of George, who died 
in 1897.

When she applied for a patent for her game in 1903, Magie was in her 
30s. She represented the less than 1 percent of all patent applicants at 
the time who were women. (Magie also dabbled in engineering; in her 20s, 
she invented a gadget that allowed paper to pass through typewriter 
rollers with more ease.)

Unusually, Magie was the head of her household. She had saved up for and 
bought her home near Washington, along with several acres of property.

It hadn’t been easy. Several years after she obtained the patent for her 
game, and finding it difficult to support herself on the $10 a week she 
was earning as a stenographer, Magie staged an audacious stunt mocking 
marriage as the only option for women; it made national headlines. 
Purchasing an advertisement, she offered herself for sale as a “young 
woman American slave” to the highest bidder. Her ad said that she was 
“not beautiful, but very attractive,” and that she had “features full of 
character and strength, yet truly feminine.”

The ad quickly became the subject of news stories and gossip columns in 
newspapers around the country. The goal of the stunt, Magie told 
reporters, was to make a statement about the dismal position of women. 
“We are not machines,” Magie said. “Girls have minds, desires, hopes and 
ambition.”

If Magie’s goal had been to gain an audience for her ideas, she 
succeeded. In the fall of 1906 she took a job as a newspaper reporter. 
Four years later, she married a businessman, Albert Phillips, who, at 
54, was 10 years Lizzie’s senior. The union was an unusual one — a woman 
in the 40s embarking on a first marriage, and a man marrying a woman who 
had publicly expressed her skepticism of marriage as an institution.

Cult Hit to Best Seller

It was a time of shifting attitudes and behaviors. At the turn of the 
20th century, board games were becoming increasingly commonplace for 
middle-class families. Changing workplaces gave rise to more leisure 
time. Electric lighting was becoming common in American homes, 
reinventing the daily schedule: Games could now be played more safely 
and enjoyably, and for longer hours, than had been possible during the 
gaslight era.

Magie’s game featured a path that allowed players to circle the board, 
in contrast to the linear-path design used by many games at the time. In 
one corner were the Poor House and the Public Park, and across the board 
was the Jail. Another corner contained an image of the globe and a 
homage to Henry George: “Labor Upon Mother Earth Produces Wages.” Also 
included on the board were three words that have endured for more than a 
century after Lizzie scrawled them there: “Go to Jail.”

“It is a practical demonstration of the present system of land-grabbing 
with all its usual outcomes and consequences,” Magie said of her game in 
a 1902 issue of The Single Tax Review. “It might well have been called 
the ‘Game of Life,’ as it contains all the elements of success and 
failure in the real world, and the object is the same as the human race 
in general seem to have, i.e., the accumulation of wealth.”

On some level, Lizzie understood that the game provided a context — it 
was just a game, after all — in which players could lash out at friends 
and family in a way that they often couldn’t in daily life. She 
understood the power of drama and the potency of assuming roles outside 
of one’s everyday identity. Her game spread, becoming a folk favorite 
among left-wing intellectuals, particularly in the Northeast. It was 
played at several college campuses, including what was then called the 
Wharton School of Finance and Economy, Harvard University and Columbia 
University. Quakers who had established a community in Atlantic City 
embraced the game and added their neighborhood properties to the board.

It was a version of this game that Charles Darrow was taught by a 
friend, played and eventually sold to Parker Brothers. The version of 
that game had the core of Magie’s game, but also modifications added by 
the Quakers to make the game easier to play. In addition to properties 
named after Atlantic City streets, fixed prices were added to the board. 
In its efforts to seize total control of Monopoly and other related 
games, the company struck a deal with Magie to purchase her Landlord’s 
Game patent and two more of her game ideas not long after it made its 
deal with Darrow.

In a letter to George Parker, Magie expressed high hopes for the future 
of her Landlord’s Game at Parker Brothers and the prospect of having two 
more games published with the company. Yet there’s no evidence that 
Parker Brothers shared this optimism, nor could the company — or Darrow 
— have known that Monopoly wouldn’t be a mere hit, but a perennial best 
seller for generations.

Representatives for Hasbro did not respond to a request for comment.

Magie’s identity as Monopoly’s inventor was uncovered by accident. In 
1973, Ralph Anspach, an economics professor, began a decade-long legal 
battle against Parker Brothers over the creation of his Anti-Monopoly 
game. In researching his case, he uncovered Magie’s patents and 
Monopoly’s folk-game roots. He became consumed with telling the truth of 
what he calls “the Monopoly lie.”

In a deposition for that case, Robert Barton, the Parker Brothers 
president who oversaw the Monopoly deal, called Magie’s game “completely 
worthless” and said that Parker Brothers had published a small run of 
her games “merely to make her happy.”

Mr. Anspach’s legal battle lasted a decade and ended at the Supreme 
Court. But he won the right to produce his Anti-Monopoly games, and his 
research into Magie and the game’s origins was confirmed.

Roughly 40 years have passed since the truth about Monopoly began to 
appear publicly, yet the Darrow myth persists as an inspirational 
parable of American innovation. It’s hard not to wonder how many other 
buried histories are still out there — stories belonging to lost Lizzie 
Magies who quietly chip away at creating pieces of the world, their 
contributions so seamless that few of us ever stop to think about the 
person or people behind the idea.

Who should get credit for an invention and how? The Monopoly game raises 
that question in a particularly compelling way. “Success has many 
fathers,” goes the adage — to say nothing of the mothers.

This article is adapted from “The Monopolists: Obsession, Fury, and the 
Scandal Behind the World’s Favorite Board Game,” by Mary Pilon, to be 
published this month by Bloomsbury.
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