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A New Still in the BOX!
NEVER USED OR OPENED!
Monopoly
and
Clue +6 Classic Games
& Solid Wood Case
Product Features
- With 6 Classic Games
- Chess, Checkers, Playing Cards, Dominoes, Cribbage, Poker Dice
- MONOPOLY
includes: Double-sided Gameboard. MONOPOLY houses and Hotels. 6 Diecast
Metal Tokens. MONOPOLY money. Chance, Community Chest and title Deed
Cards. Banker's tray Instructions
- Clue!
includes: Double-sided Gameboard. 6 Suspect token ans 6 weapon tokens,
Deck of suspect, weapon and room cards. Detective notebook pad
Instructions.
- Plus 6 classic
games: Deck of playing cards. 32 Diecast metal chess playing pieces, 24
Solid wood checkers playing pieces, Wood cribbage board with 9 pegs, 28
Double sided dominoes, 5 Poker dice
My loss is your gain!
An exceptional pieces for your home or Business.
You will Love IT!!!
Need more see my

Feel free to email me with any questions.
The Monopoly Story
by Maxine Brady
The Setting
The stock market crash of 1929 caused mass unemployment for millions of
Americans. For Charles Darrow, the financial problems grew increasingly
difficult. Once a salesman of heating and engineering equipment, he
spent the early 1930s looking for a job. He'd been feeding hemself, his
wife, and their son by taking any odd job he could find. He repaired
electric irons, did occasional fix-it jobs, even walked dogs - when he
could find someone to pay him for his labors.
It wasn't enough, though. Now his wife was expecting their second child. He had to find a way to make more money.
To fill his idle hours, and help him forget his worries
temporarily, Darrow invented things. Some of them were fun; others were
probably devised in hopes that they would become profitable. He made
jigsaw puzzles; he created a combination bat-and-ball, which was
supposed to be used as a beach toy; he designed an improved pad for
recording and scoring bridge games. They were interesting diversions,
but nobody was willing to pay for them.
Darrow's problem, of course, was not unique. Many of his
friends and family were out of jobs, and were having trouble affording
even such necessities as food and shelter. For them, as for most
people, the movies, the theater, and any form of entertainment which
cost any money at all was too expensive.
So they got together in the evenings and on weekends, when the
offices of the Federal Emergency Relief Administration were closed, and
they talked. And after the gloomy recital of that day's particular
troubles, the conversation would usually become nostalgic: remember the
good old days?
Darrow did. For him and his wife, thinking back to the more
prosperous life they had led only a few years before, some of the
pleasantest memories were of the vacations they had spent at one of
their favorite holiday places, a seaside resort in New Jersey called
Atlantic City.
The Game
One evening in 1930, Darrow sat down at his kitchen table in
Germantown, Pennsylvania, and sketched out some of the street names of
Atlantic City on the round piece of oilcloth that covered the table.
The streets he chose were all from the same side of the city: between
the Inlet and Park Place, along the Boardwalk. When he finished, Darrow
was short one name, so he choose Marven Gardens, a section from nearby
Margate. Probably unintentionally, he altered the spelling, and it was
penciled onto his board as Marvin Gardens.
He included the three railroads that carried the wealthy
vacationers to the resort, and the utility companies that serviced
them, as well as the parcels of real estate of varying prices. He
wanted a fourth railroad to make his board symmetrical, so he added the
Short Line: actually it was a freight-carrying bus company that had a
depot in Atlantic City. A local paint store gave him free samples of
several colors, and he used them to color his game board. A new game
began to take form in his mind.
Darrow cut houses and hotels for his little city, using scraps
of wooden molding that a lumber yard had discarded. He rounded up stray
pieces of cardboard, and typed out title cards for the different
properites. The rest of the equipment was fairly easy to acquire:
colored buttons for the tokens, a pair of dice, and a lot of play
money.
From then on, in the evenings, the Darrows would sit around the
kitchen table buying, renting, developing, and selling real estate.
They had little enough real cash on hand, yet The Game, as they all
referred to it, permitted them to manipulate large sums of money as
they engaged in complex negotiations to acquire valuable blocks of
property. The simple, almost crude set exerted a continuing fascination
and challenge. As friends dropped in to visit, they were invited to
join the game. Soon the "Monopoly evenings" became a standard feature
at the Darrow home.
Then the friends wanted to take the game home with them. Each
night's winner, a bit heady with his success in the nether reaches of
high finance, asked for a set of his own, so that he could show off his
financial wizardry. The runner-up, convinced that he could win the next
time if he could only hone his skill with a little practice, generally
wanted a set too. Darrow had an overabundance of free time, so he began
making copies of his board, property cards, and buildings. His
delighted friends supplied their own dice and tokens, and often their
own package of play money.
But the demand increased, and Darrow increased his output to
two handmade sets a day. Selling them for $4 apiece, each set brought
him new customers. People kept talking about the new game and playing
it with their friends. Through word-of-mouth advertising alone, Darrow
sold about one hundred sets, and had orders for many more. But his
one-at-a-time production technique simply couldn't keep up with the
demand.
Encouraged by his friends, Darrow decided to test the game
outside his personal sphere of acquaintances and friends of friends. He
made up a few sets and offered them to department stores in
Philadelphia, the nearest city. They sold.
With the knowledge that his game was marketable, he attempted
to increase his rate of production. A friend helped out by printing the
Monopoly boards and the title cards. Darrow continued to paint in the
colors and assemble the sets by hand. This partial automation enabled
him to produce six games a day. It wasn't enough.
Parker Brothers
By 1934, now fully aware that his interesting diversion had turned
into a potentially profitable business, Darrow arranged to have the
same friend print and package the complete sets. It looked like they
had the problem solved, for a little while. Production was finally
keeping pace with sales. But they hadn't reckoned with the Philadelphia
sales. Soon, a department store began ordering sets wholesale, in
quantities far greater than anything they could accommodate. It became
obvious to Darrow that he had only two choices. He could borrow money
and plunge wholeheartedly into the game business, or he could sell
Monopoly to an established game company. Darrow wrote to Parker
Brothers, then as now one of the world's major game manufactureers and
distributors, to see if the company would be interested in producing
and marketing the game on a national basis.
Parker brothers had by then been in business for half a
century, and had become accustomed to enthusiastic inventors sending in
new game creations. Some of the ideas had even proven marketable, but,
by and large, the company's managers tended to trust the creativity of
their own staff far more than they did an unproven novice.
Although Parker Brothers thought the basic framework of the
game seemed possibly interesting, they handled the game routinely.
Various members of the company sat down at their offices in Salem,
Massachusetts, to try it out, as they do all prospective games. They
played it several times and found that they all enjoyed it. But the
company had evolved a set of inviolable ground rules for "family
games," which they held to be mandatory for any game that could be
successfully marketed. According to the Parker precept, a family game
should last approximately forty-five minutes. Monopoly could go on for
hours. Parker also felt that a game should have a specific end, a goal
to be achieved. (In their other board games, the players' tokens
progressed around a track until they reached the end - which might be
symbolized by a pot of gold, a home port, a jackpot, or even Heaven -
and the first player to reach this goal was the winner.) In Monopoly,
the players just kept going round and round the board. The only goal
was to bankrupt the other players and emerge still solvent yourself.
Furthermore, Monopoly's rules seemed far too complex to the Parker
staff; they thought the general game-playing public would be hopelessly
confused trying to learn how to handle mortgages, rents, and interest.
After testing the game for several weeks, Parker Brothers made
the unanimous decision to reject it. The company wrote and informed
Darrow of this decision, explaining that his game contained "fifty-two
fundamental errors." It would never be accepted by the public.
Darrow, of course, was considerably annoyed. He knew very well
how people responded to his game. Despite Parker Brothers' analysis,
Monopoly was decidedly marketable. Unfortunately, however, it was far
more marketable than Darrow himself; he was still unemployed. Monopoly,
it seemed, was virtually his only asset.
Therefore, he went back to his printer friend, ordered the
production of five thousand sets, and continued to sell the game
locally. But locally included Philadelphia, and the department stores
there were soon aware that Darrow was increasing his output. They began
placing massive orders for the Christmas season. Darrow now found
himself working fourteen hours a day just trying to keep up with the
shipping.
With the game now being ordered in wholesale lots, Parker's
sales representatives soon became acutely aware that the Philadelphia
stores were expecting huge sales of Monopoly the following Christmas,
the traditional game-buying season. Word was quickly passed back to
corporate headquarters in Salem, where the issue was deemed worthy of
reconsideration. Then, to top things off, a major New York toy and game
store, the prestigious F. A. O. Schwarz, bought two hundred sets out of
the original five thousand printing.
Shortly afterwards, a friend telephoned Saly Barton (daughter
of Parker Brothers' founder, George Parker) to rave about a wonderful
new game she had purchased at F. A. O. Schwarz. It was called Monopoly,
and it was hard to come by and in short supply. The friend suggested
that Mrs. Barton tell Parker Brothers about it. Sally did. She told her
husband, Robert B. M. Barton, who happened to be the president of the
company. Curious about a competitor's product, he purchased a copy of
the game at F. A. O. Schwarz, took it home and wound up playing it
until 1 A.M. The next day, Barton wrote to Darrow, and three days later
they met at Parker Brothers' New York sales office in the Flatiron
Building.
Parker Brothers offered to buy the game outright and give
Darrow royalties on all sets sold. The company insisted, though, on
making some revisions which would refine the game and clarify the
rules. Some of the staff were still concerned about the indefinite
playing time, so they agreed to market the original version as long as
Darrow permitted them to develop a variation of the game which could be
played in less time. This shorter version was to be printed along with
the general rules, to give the public an option.
Darrow agreed and the contract was signed. Later, in explaining
why he had decided to sell his brainchild, Darrow related his decision
to the monetary commitment he would have otherwise had to make in order
to keep producing the game himself. "Taking the precepts of Monopoly to
heart," he said, "I did not care to speculate." Years afterward,
commenting on the final offer from Parker Brothers, he wrote: "I gladly
accepted and have never regretted that decision."
The royalties from sales of Monopoly soon made Darrow a
millionaire. He retired at the age of forty-six, to become a gentleman
farmer in Bucks County, Pennsylvania, a world traveler with a
particular interest in ancient cities, a motion picture photographer,
and a collector of exotic orchid species. In 1970, a few years after
Darrow's death, Atlantic City erected a commemorative plaque in his
honor. It stands on the Boardwalk, near the juncture of Park Place.