WEBVTT - Is Monopoly Socialist?

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<v Speaker 1>You're listening to Part-Time Genius, a production of Kaleidoscope and iHeartRadio.

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<v Speaker 1>Guess what, Will? What's that, Mango? Did you know that

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<v Speaker 1>the game Candyland comes from a polio ward?

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<v Speaker 2>I have to say, I cannot think of two things

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<v Speaker 2>more different than Candyland and polio, Mango.

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<v Speaker 1>I know, it sounds entirely insane. But in 1948, a

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<v Speaker 1>teacher named Eleanor Abbott invented Candyland during a polio epidemic.

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<v Speaker 1>Apparently Abbott got sick and was confined to this hospital

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<v Speaker 1>where children were being treated in iron lungs, which, you know,

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<v Speaker 1>just sounds horrible. Iron lungs, for those of you who

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<v Speaker 1>don't know, were these early types of respirator where the

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<v Speaker 1>kids were basically immobilized and mostly they're just lying on

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<v Speaker 1>their backs, unable to see anything except the white ceiling

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<v Speaker 1>above them. And to counter all of this, Abbott creates

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<v Speaker 1>this bright, cheerful game where the only goal, the only

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<v Speaker 1>goal is to move around the landscape of treats. And

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<v Speaker 1>her original version of the board even showed a boy

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<v Speaker 1>in a leg brace starting to walk. Wow, that's that's

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<v Speaker 1>pretty cool.

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<v Speaker 2>And, you know, I almost feel bad admitting this now,

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<v Speaker 2>but I always thought Candyland was kind of boring.

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<v Speaker 1>Is that controversial to say? I don't know. I mean,

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<v Speaker 1>let's be clear, it is super dull. The game basically

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<v Speaker 1>requires no effort and has no strategy, but it was

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<v Speaker 1>made as mindless entertainment. It was really this way for

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<v Speaker 1>kids to imagine again and pass time. But, you know,

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<v Speaker 1>reading about Candyland made me wonder about all these colorful

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<v Speaker 1>cardboard boxes in family rooms across the country and the

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<v Speaker 1>incredible stories hiding inside them, many of which don't involve

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<v Speaker 1>deadly diseases.

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<v Speaker 2>So let's dive in. Hey there, podcast listeners. Welcome back

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<v Speaker 2>to Part-Time Genius. I'm Will Pearson, and as always, I'm

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<v Speaker 2>here with my good friend, Mangesh Hatikader. And there behind

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<v Speaker 2>the booth, that's our amazing producer, Dylan Fagan, who seems

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<v Speaker 2>to be wearing a tweed jacket with elbow patches.

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<v Speaker 1>Haven't seen those in a minute.

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<v Speaker 2>He's got a pipe. I hope the smoke alarm doesn't

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<v Speaker 2>go off. And he's waving something at us. Mago, can

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<v Speaker 2>you actually tell what that is?

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<v Speaker 1>Yeah, I think it's a candlestick, which is maybe a

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<v Speaker 1>reference to Clue. Oh, my God. It's Professor Fagan in

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<v Speaker 1>the booth with a candlestick. That's amazing. So I was

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<v Speaker 1>a big fan of Clue, but Will, I'm wondering if

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<v Speaker 1>you had to pick, what would you say is your

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<v Speaker 1>favorite board game of all time?

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<v Speaker 2>You know, if we're having to stick to board games

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<v Speaker 2>versus just like a party game in a box, I

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<v Speaker 2>probably would put Clue way up there. I mean, it

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<v Speaker 2>is so much fun playing with the family. My daughter

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<v Speaker 2>gets so into it and so anxious about one of

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<v Speaker 2>us guessing before her, and it just gets real heated,

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<v Speaker 2>but in the right kind of way. But if I

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<v Speaker 2>had to just say my favorite, like, game in a box,

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<v Speaker 2>I'd probably go with something like Taboo. I just love

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<v Speaker 2>the element of a timer being there and it being

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<v Speaker 2>a word-based game and having to play with a team

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<v Speaker 2>and just getting so into it and all the screaming

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<v Speaker 2>that starts to happen when it gets really heated.

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<v Speaker 1>I don't know. Those would probably be my two favorites.

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<v Speaker 1>How about you? Yeah. Yeah, for parties, I like Scattergories,

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<v Speaker 1>I think. I think Scattergories is always really, really fun.

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<v Speaker 1>Ruby brought home this game called Outfoxed a few years ago,

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<v Speaker 1>and it's for younger kids. But there is a fox

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<v Speaker 1>who has stolen a pie, and you're trying to figure

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<v Speaker 1>out which fox it is, and it's super, super cute

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<v Speaker 1>and really, really fun. Oh, that's fun. That's a game

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<v Speaker 1>I've been giving to people recently. So many good games

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<v Speaker 1>out there.

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<v Speaker 2>Well, you know, one of the things that surprised me

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<v Speaker 2>when I started researching for this topic is just how

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<v Speaker 2>many different types of board games there are out there.

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<v Speaker 2>In fact, in 1999, a renowned British games historian named

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<v Speaker 2>David Parlett, he published a book called The Oxford History

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<v Speaker 2>of Board Games. And he divided board games into four

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<v Speaker 2>different groups.

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<v Speaker 1>You've got your.

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<v Speaker 2>Race games, where the goal is to cross a finish

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<v Speaker 2>line or get your pieces home first. You've got your

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<v Speaker 2>space games where you need to achieve a certain pattern

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<v Speaker 2>or configuration. You've got your chase games where you hunt

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<v Speaker 2>down and thwart your opponent's pieces. And then you've got

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<v Speaker 2>your displace games where you win by capturing your opponent's pieces.

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<v Speaker 2>So I don't know if you've got all those straight now,

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<v Speaker 2>but those are the four categories.

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<v Speaker 1>I love that games historian is a real job, but

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<v Speaker 1>I also love that the height of games historian is

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<v Speaker 1>that you make your categories rhyme like that. Right, right.

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<v Speaker 1>Isn't it amazing? It's really amazing. Yeah. But I am curious,

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<v Speaker 1>where does something like Monopoly fit into the system?

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<v Speaker 2>Mango, do not underestimate British games historian David Parlett. So

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<v Speaker 2>to address questions just like that one you asked, he

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<v Speaker 2>actually added in an informal fifth classification. These are theme games.

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<v Speaker 2>So I guess they didn't rhyme with the others, but

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<v Speaker 2>it includes, quote, the plethora of modern board games chiefly

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<v Speaker 2>categorized by thematic subject matter, such as property trading or

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<v Speaker 2>crime detection.

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<v Speaker 1>Well, I mean, I do love that someone is taking

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<v Speaker 1>such an academic approach to understanding board games. It's really

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<v Speaker 1>kind of amazing.

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<v Speaker 2>It's honestly one of my favorite things is when people

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<v Speaker 2>have such specific specialties. Like, I really do love that

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<v Speaker 2>to be like the guy to go to on stuff

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<v Speaker 2>like this. But Anyway, Parlett explains that board games are

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<v Speaker 2>a cultural activity. Not unlike music or dance, they've been

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<v Speaker 2>part of human civilization for as long as human civilization

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<v Speaker 2>has been around. And as a result, they deserve to

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<v Speaker 2>be studied.

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<v Speaker 1>I actually wanted to know what the world's first board

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<v Speaker 1>game was, and it turns out it's something called Senet.

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<v Speaker 1>The game means passing, and it was a popular board

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<v Speaker 1>game in ancient Egypt, played by everyday people as well

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<v Speaker 1>as royalty. And One of the paintings in Queen Nefertiti's

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<v Speaker 1>tomb shows her playing it. And King Tut was actually

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<v Speaker 1>buried with five Senate game boxes. So how did the

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<v Speaker 1>game work? I mean, the thing is, we don't really

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<v Speaker 1>have a definitive account of the rules. What we know

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<v Speaker 1>mostly comes from tomb paintings and the few surviving boards.

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<v Speaker 1>But basically, the board was a grid of 30 squares

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<v Speaker 1>made of three rows of 10. And you start at

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<v Speaker 1>the top left corner and move your pieces across the

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<v Speaker 1>rows until you get to the bottom right corner. But

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<v Speaker 1>what's interesting about it is that while archaeologists think Senet

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<v Speaker 1>began as this sort of simple pastime, like something you

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<v Speaker 1>played for fun, eventually it took on this greater meaning.

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<v Speaker 1>So there's actually a tomb art that shows the deceased

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<v Speaker 1>playing Senet against their living relatives. And that suggests the

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<v Speaker 1>game had the power to connect the living and the dead.

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<v Speaker 1>And some people think the game may represent the soul's

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<v Speaker 1>journey through the realm of the dead as they try

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<v Speaker 1>to reach the afterlife.

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<v Speaker 2>So maybe a little bit more profound than, say, Hungry

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<v Speaker 2>Hungry Hippos. But, you know, I also looked into ancient

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<v Speaker 2>board games, and I discovered the story of the Royal

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<v Speaker 2>Game of Ur. Now, it was played in Mesopotamia around

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<v Speaker 2>4,500 years ago, and Westerners learned all about it in

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<v Speaker 2>the 1920s when a British archaeologist named Sir Leonard Woolley

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<v Speaker 2>was exploring the ruins there in Ur that was the

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<v Speaker 2>great Sumerian city-state in modern-day Iraq. And so deep in

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<v Speaker 2>the royal tombs there, Woolley found these beautiful boards made

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<v Speaker 2>from shells and semi-precious stones, but there was nothing to

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<v Speaker 2>indicate what the game was exactly or how to play it.

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<v Speaker 2>So for decades, the boards just sat there at the

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<v Speaker 2>British Museum.

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<v Speaker 1>And I'm guessing the story doesn't end there. It does not.

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<v Speaker 1>I have more to say about that.

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<v Speaker 2>And so that's when Irving Finkel, who was a British

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<v Speaker 2>Museum curator with the perfect name for a British Museum curator,

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<v Speaker 2>Irving Finkel, he enters the scene. Now, he's apparently quite

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<v Speaker 2>a character. He's got his huge white beard and bushy eyebrows,

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<v Speaker 2>all these things that you knew exactly when I said

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<v Speaker 2>his name was Irving Finkel. And he's obsessed with board

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<v Speaker 2>games and cuneiform. And this made him uniquely suited to

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<v Speaker 2>solve this mystery. So one day in the 1980s, he's

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<v Speaker 2>looking at a tablet that had this weird combination of

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<v Speaker 2>Sumerian and Babylonian languages on it, and he's just trying

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<v Speaker 2>to decipher it. And Finkel figured out it was written

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<v Speaker 2>by a Babylonian scribe who was quoting an early Sumerian document.

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<v Speaker 2>This was all about the royal game of Ur.

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<v Speaker 1>So... What was he looking at? Like, did he find

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<v Speaker 1>directions for the game? He kind of did.

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<v Speaker 2>So the tablet Finkel translated had a set of directions

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<v Speaker 2>for a gameplay that included fortune telling, like landing on

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<v Speaker 2>certain squares apparently predicted your future. But like I said,

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<v Speaker 2>this Babylonian guy was quoting an earlier description of the game.

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<v Speaker 2>And so that helped Finkel reconstruct the original method of play.

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<v Speaker 2>And under David Parlett's classification, it's a race game. So

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<v Speaker 2>you move your pieces along the board by rolling dice,

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<v Speaker 2>which back in Sumerian times would have been made from

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<v Speaker 2>sheep or ox bones. And whoever gets all their pieces

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<v Speaker 2>across the finish line wins. Now you can thwart your

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<v Speaker 2>opponent by landing on one of their pieces and then

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<v Speaker 2>sending them back to the start. And according to Finkel,

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<v Speaker 2>special marked squares gave you an extra turn.

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<v Speaker 1>So even some of the little things that you would

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<v Speaker 1>see in today's games. Yeah, I know. It feels so

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<v Speaker 1>modern in a sense. So can you actually play this

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<v Speaker 1>game now? Yeah.

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<v Speaker 2>And so lots of people have made boards modeled after

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<v Speaker 2>the ones at the British Museum. You can find them

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<v Speaker 2>on Etsy if you want to look at this. But

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<v Speaker 2>if you prefer a more digital Sumerian experience, you can

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<v Speaker 2>go to royalur.net and play online.

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<v Speaker 1>That is amazing to think you can play a game

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<v Speaker 1>that Mesopotamians played way back when. But You know, one

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<v Speaker 1>thing I learned while researching this episode is that board

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<v Speaker 1>game history is really messy and different cultures often developed

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<v Speaker 1>similar games and they evolved as people played. So it's

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<v Speaker 1>not always easy to trace their lineage. Like you think

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<v Speaker 1>about chess, right? Chess was originated in India over a

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<v Speaker 1>thousand years ago, but there's also evidence that similar games

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<v Speaker 1>were created in China, Pakistan, Russia, and elsewhere. Wow. Yeah.

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<v Speaker 2>And actually for our newer listeners, you know, Mango, didn't

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<v Speaker 2>we do an episode about chess a few years ago?

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<v Speaker 1>Yeah, it was called Why Are Russians So Good at Chess?

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<v Speaker 1>And we got into some of that history, so we

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<v Speaker 1>don't have to go over it now. But I do

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<v Speaker 1>want to tell you about another game with Indian roots

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<v Speaker 1>and a complicated family tree. It's called Pachise, and it

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<v Speaker 1>goes to show how a single game can leapfrog its

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<v Speaker 1>way across the globe. But why don't we get into

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<v Speaker 1>that right after this break? Welcome back to Part-Time Genius,

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<v Speaker 1>where we're talking about board games, where they come from,

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<v Speaker 1>and why we love them. So, Will, I want to

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<v Speaker 1>tell you about the game of Parchees.

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<v Speaker 2>So, Mango, I know a lot of times we'll have

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<v Speaker 2>discussions around pronunciations, given your family roots and my roots

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<v Speaker 2>here in Alabama. So, I think what you mean, though,

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<v Speaker 2>is Parchees-y, right?

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<v Speaker 1>Yeah. No, I mean Pachis, which is often referred to

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<v Speaker 1>as the national game of India. I had no idea.

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<v Speaker 1>I've been to India a number of times. I did

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<v Speaker 1>not know it was the national game of India. But

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<v Speaker 1>the name comes from the Hindi word, which means 25.

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<v Speaker 1>And it's a classic chase game played on a board

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<v Speaker 1>shaped like a cross. There's a square in the middle.

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<v Speaker 1>And the goal is to be the first player to

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<v Speaker 1>get all four of your pieces around the board and

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<v Speaker 1>into the center. I have to say, Mango, that sounds

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<v Speaker 1>a lot like Parcheesi. Yeah, it should, because Parcheesi is

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<v Speaker 1>a simplified version of the game that was marketed in

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<v Speaker 1>the US in the late 1800s. But there are differences.

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<v Speaker 1>So in the Indian version, the pieces start and end

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<v Speaker 1>in the center square. In Parcheesi, each player starts their

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<v Speaker 1>pieces in one corner and then races to the center. Also,

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<v Speaker 1>Parcheesi uses dice. Parcheesi uses cowrie shells. You throw them

0:12:07.050 --> 0:12:08.770
<v Speaker 1>and count the number of shells that land with the

0:12:08.870 --> 0:12:11.679
<v Speaker 1>open end up. And that determines the number of spaces

0:12:11.720 --> 0:12:13.980
<v Speaker 1>you can move. And in most versions of the game,

0:12:14.140 --> 0:12:16.380
<v Speaker 1>the highest value you can get from these cowrie shells

0:12:16.410 --> 0:12:16.890
<v Speaker 1>is 25, hence the name.

0:12:19.190 --> 0:12:21.070
<v Speaker 2>You know, the cowrie is, of course, for those that

0:12:21.110 --> 0:12:23.390
<v Speaker 2>don't know, it's a small, shiny sea snail, which I've

0:12:23.429 --> 0:12:25.970
<v Speaker 2>just discovered is a great tongue twister to say 10

0:12:25.970 --> 0:12:26.510
<v Speaker 2>times fast.

0:12:26.750 --> 0:12:29.720
<v Speaker 1>Well, what's really interesting is that no one knows exactly

0:12:29.820 --> 0:12:33.140
<v Speaker 1>where pachis came from. It may have evolved from games

0:12:33.220 --> 0:12:36.940
<v Speaker 1>that began in the 4th century or even earlier. They're

0:12:37.000 --> 0:12:40.760
<v Speaker 1>depictions of cross-shaped boards that date back to the 2nd

0:12:40.800 --> 0:12:43.990
<v Speaker 1>century BCE. We do know there was an early version

0:12:44.070 --> 0:12:48.430
<v Speaker 1>called Chowpar that was popular among mogul royalty in the

0:12:48.770 --> 0:12:52.330
<v Speaker 1>16th century, including the Emperor Akbar. And he actually had

0:12:52.370 --> 0:12:54.900
<v Speaker 1>a life-size game set up at his palace. And instead

0:12:54.940 --> 0:12:57.740
<v Speaker 1>of using tokens, he and his friends played by calling

0:12:57.780 --> 0:13:01.020
<v Speaker 1>out their moves to courtesans who walked across the outdoor board.

0:13:01.440 --> 0:13:02.120
<v Speaker 1>That's interesting.

0:13:02.140 --> 0:13:05.870
<v Speaker 2>And how did Pachise get turned into Parcheesi for those

0:13:05.910 --> 0:13:06.790
<v Speaker 2>of us in America now?

0:13:07.179 --> 0:13:11.960
<v Speaker 1>Around 1860, there was a British games company that made

0:13:12.000 --> 0:13:16.370
<v Speaker 1>a version called Pachisi for the UK market. A few

0:13:16.390 --> 0:13:18.770
<v Speaker 1>years later, a New York man named John Hamilton made

0:13:18.809 --> 0:13:20.929
<v Speaker 1>his own version, copyrighted it, and sold it to a

0:13:20.970 --> 0:13:24.849
<v Speaker 1>company that became known as Selchow and Ryder, which is

0:13:24.910 --> 0:13:28.119
<v Speaker 1>a major games publisher. And that's where it was rebranded

0:13:28.240 --> 0:13:29.620
<v Speaker 1>as Pachisi and became a hit.

0:13:30.290 --> 0:13:32.699
<v Speaker 2>I do like it when things like this evolve and

0:13:32.740 --> 0:13:34.620
<v Speaker 2>sort of bounce around over time. So in this case,

0:13:34.640 --> 0:13:38.010
<v Speaker 2>this bounce from India to Britain to America, and I

0:13:38.010 --> 0:13:40.090
<v Speaker 2>guess with slightly different names at each stop.

0:13:40.570 --> 0:13:42.630
<v Speaker 1>I mean, what's weird is that there's even a little

0:13:42.650 --> 0:13:45.630
<v Speaker 1>bit more back and forth. So in the 1890s, after

0:13:45.670 --> 0:13:48.270
<v Speaker 1>Parcheesi took off in the US, the game changed again

0:13:48.290 --> 0:13:52.069
<v Speaker 1>in England, and people modified it to a smaller board,

0:13:52.230 --> 0:13:55.329
<v Speaker 1>and they used one die instead of two. And that

0:13:55.370 --> 0:13:58.070
<v Speaker 1>version was called Ludo, which I'm sure you've heard of.

0:13:58.370 --> 0:14:01.390
<v Speaker 1>And strangely enough, in the 20th century, there was a

0:14:01.610 --> 0:14:05.750
<v Speaker 1>Ludo craze that swept India. So I mean, it's kind

0:14:05.770 --> 0:14:08.290
<v Speaker 1>of amazing to think this board game that started in

0:14:08.429 --> 0:14:13.500
<v Speaker 1>India Ends up traveling, evolves, and then comes back to India. Oh,

0:14:13.540 --> 0:14:14.580
<v Speaker 1>that's wild. All right.

0:14:14.600 --> 0:14:15.939
<v Speaker 2>So for my next fact, I think I'm going to

0:14:15.980 --> 0:14:19.000
<v Speaker 2>go back to British games historian David Parlett and his

0:14:19.040 --> 0:14:21.780
<v Speaker 2>game classification system. You remember him from the top of

0:14:21.800 --> 0:14:22.600
<v Speaker 2>the episode, Mango?

0:14:23.120 --> 0:14:26.490
<v Speaker 1>I mean, how could I forget British games historian David Parlett?

0:14:26.740 --> 0:14:28.160
<v Speaker 2>I like that every time we're going to mention him,

0:14:28.180 --> 0:14:30.040
<v Speaker 2>we're going to have to say in full British games

0:14:30.100 --> 0:14:31.840
<v Speaker 2>historian David Parlett.

0:14:32.420 --> 0:14:33.560
<v Speaker 1>It's good branding for him.

0:14:33.600 --> 0:14:35.960
<v Speaker 2>But I want to get into the modern era of

0:14:36.020 --> 0:14:38.220
<v Speaker 2>board games here, which is really when we start to

0:14:38.280 --> 0:14:41.240
<v Speaker 2>see the rise of what Parlett calls these theme games.

0:14:41.320 --> 0:14:43.360
<v Speaker 2>And one of the first themes people applied to board

0:14:43.400 --> 0:14:44.580
<v Speaker 2>games was geography.

0:14:45.200 --> 0:14:46.360
<v Speaker 1>And why do you think that was?

0:14:46.800 --> 0:14:49.350
<v Speaker 2>Well, in the late 18th century, board games took off

0:14:49.400 --> 0:14:51.710
<v Speaker 2>in Europe. Now, this was the age of enlightenment. So

0:14:51.730 --> 0:14:54.760
<v Speaker 2>there were all kinds of theories about education and And

0:14:54.830 --> 0:14:58.030
<v Speaker 2>people realized that board games could be educational. Now, at

0:14:58.070 --> 0:15:01.150
<v Speaker 2>the same time, you have cartographers who were getting into

0:15:01.190 --> 0:15:04.870
<v Speaker 2>the game publishing business, creating game boards out of maps.

0:15:05.390 --> 0:15:08.800
<v Speaker 2>And these geographic board games mostly followed the same pattern.

0:15:09.220 --> 0:15:11.620
<v Speaker 2>So you move from city to city across a map,

0:15:11.720 --> 0:15:15.120
<v Speaker 2>learning little facts along the way. And here's an unusual detail.

0:15:15.320 --> 0:15:19.620
<v Speaker 2>Most games didn't use dice because dice were associated with gambling.

0:15:20.100 --> 0:15:23.100
<v Speaker 2>So instead, people used the spinning top with numbered sides

0:15:23.230 --> 0:15:24.230
<v Speaker 2>called teetotem.

0:15:24.590 --> 0:15:27.050
<v Speaker 1>And have you ever heard of this? I actually have.

0:15:27.110 --> 0:15:29.670
<v Speaker 1>It kind of looks like a dreidel, right? In fact,

0:15:29.730 --> 0:15:31.050
<v Speaker 1>it became the dreidel.

0:15:31.090 --> 0:15:35.170
<v Speaker 2>Like European Jews modified it by replacing numbers with Hebrew letters.

0:15:35.190 --> 0:15:38.100
<v Speaker 2>So by using a teetotem instead of dice, it made

0:15:38.140 --> 0:15:41.680
<v Speaker 2>board games socially acceptable. And back then, travel wasn't as

0:15:41.740 --> 0:15:44.320
<v Speaker 2>common as it is now. So geographic board games were

0:15:44.440 --> 0:15:47.820
<v Speaker 2>also a way to discover places that you might not otherwise.

0:15:47.440 --> 0:15:49.090
<v Speaker 1>Get to know. Oh, that's really fun.

0:15:49.540 --> 0:15:53.880
<v Speaker 2>So in 1822, a geographic game called A Traveler's Tour

0:15:53.930 --> 0:15:56.410
<v Speaker 2>of the United States became the first board game to

0:15:56.430 --> 0:15:59.010
<v Speaker 2>be published in America. And it was created by a

0:15:59.010 --> 0:16:01.729
<v Speaker 2>New York mapmaker, and it consisted of a map of

0:16:01.910 --> 0:16:04.890
<v Speaker 2>all 24 states at the time. That's all we had

0:16:04.930 --> 0:16:07.100
<v Speaker 2>at that point. And so cities on the map were

0:16:07.160 --> 0:16:10.620
<v Speaker 2>marked by numbers instead of names. There was a corresponding

0:16:10.740 --> 0:16:13.640
<v Speaker 2>list of places. So for example, Trenton, New Jersey was

0:16:13.700 --> 0:16:15.980
<v Speaker 2>marked with a 10 on the map. And if you

0:16:16.020 --> 0:16:18.250
<v Speaker 2>looked up number 10 on the list, it said Trenton.

0:16:18.820 --> 0:16:21.370
<v Speaker 2>And then there were bonus facts like capital of the

0:16:21.400 --> 0:16:25.410
<v Speaker 2>state on the Delaware River, 30 miles northeast of Philadelphia,

0:16:25.470 --> 0:16:29.489
<v Speaker 2>population 3,000, stuff like that. And so you spin the T-totem,

0:16:29.770 --> 0:16:32.350
<v Speaker 2>look that number of spaces ahead on the map. And

0:16:32.390 --> 0:16:35.110
<v Speaker 2>if you can name the town without looking at the list,

0:16:35.130 --> 0:16:37.640
<v Speaker 2>you get to move your token there. So if I'm

0:16:37.660 --> 0:16:40.900
<v Speaker 2>a number seven, Wilmington, Delaware, and I spin a three,

0:16:40.920 --> 0:16:44.100
<v Speaker 2>I can move to number 10, assuming that I know

0:16:44.200 --> 0:16:45.300
<v Speaker 2>the spot is Trenton.

0:16:45.320 --> 0:16:49.120
<v Speaker 1>Do you follow this? It's a little complicated. I mean,

0:16:49.140 --> 0:16:52.640
<v Speaker 1>I do love this like Oregon Trail nature of these

0:16:52.660 --> 0:16:55.620
<v Speaker 1>games where you're learning about places along the way. But

0:16:56.420 --> 0:16:59.030
<v Speaker 1>this almost sounds painfully educational. Yeah.

0:16:59.050 --> 0:17:01.130
<v Speaker 2>And the goal of the game was to travel from

0:17:01.190 --> 0:17:04.449
<v Speaker 2>the East Coast down to New Orleans. But interestingly, the

0:17:04.510 --> 0:17:08.350
<v Speaker 2>game was political, too. So an Iowa State professor named

0:17:08.430 --> 0:17:12.620
<v Speaker 2>Matthew Wynn-Sivils, he writes this fascinating essay about this in

0:17:12.630 --> 0:17:16.650
<v Speaker 2>The Conversation. And he points out that the location descriptions

0:17:16.710 --> 0:17:20.709
<v Speaker 2>tell a very specific story about the United States in

0:17:20.710 --> 0:17:24.310
<v Speaker 2>1822 and how we wanted to see ourselves. They emphasize

0:17:24.369 --> 0:17:29.540
<v Speaker 2>institutions of higher learning, economic prosperity, the industriousness of American citizens.

0:17:29.920 --> 0:17:32.400
<v Speaker 2>And they do not, however, mention slavery.

0:17:32.859 --> 0:17:35.040
<v Speaker 1>So it's like American exceptionalism, the game, right?

0:17:35.220 --> 0:17:38.180
<v Speaker 2>That's exactly right. But you have to know where Trenton is.

0:17:38.300 --> 0:17:39.260
<v Speaker 2>That's the main thing.

0:17:39.280 --> 0:17:44.619
<v Speaker 1>Yeah. Fascinating. Well, speaking of things Americans are good at,

0:17:44.840 --> 0:17:47.360
<v Speaker 1>I did some research into the creation of the board

0:17:47.400 --> 0:17:50.220
<v Speaker 1>game industry. Like, how did these games go from these

0:17:50.320 --> 0:17:54.240
<v Speaker 1>faux creations to indie publications to, you know, a billion

0:17:54.280 --> 0:17:57.179
<v Speaker 1>dollar business? And it turns out we have a man

0:17:57.310 --> 0:17:59.500
<v Speaker 1>named Milton Bradley to thank for it.

0:18:00.030 --> 0:18:01.469
<v Speaker 2>You know, for some reason, I always thought that was

0:18:01.550 --> 0:18:03.910
<v Speaker 2>like a law firm name, you know, the partners, last

0:18:03.970 --> 0:18:05.850
<v Speaker 2>names that come together to form the name.

0:18:06.530 --> 0:18:08.109
<v Speaker 1>Yeah, I actually thought so, too. I thought it was

0:18:08.150 --> 0:18:11.770
<v Speaker 1>two partners. But Milton was a real person, and he

0:18:11.790 --> 0:18:15.439
<v Speaker 1>was born in Maine in this tiny town called Vienna.

0:18:16.359 --> 0:18:20.440
<v Speaker 1>His family struggled financially, and they ended up moving to Lowell, Massachusetts,

0:18:20.520 --> 0:18:23.639
<v Speaker 1>so his dad could work in a mill. Now, Milton

0:18:23.680 --> 0:18:26.420
<v Speaker 1>never finished school, and he had a hard time finding jobs, too.

0:18:26.480 --> 0:18:30.600
<v Speaker 1>But in 1860, he started this lithography business. This happened

0:18:30.619 --> 0:18:34.020
<v Speaker 1>to be in election year. Abraham Lincoln was running against Democrats.

0:18:34.410 --> 0:18:38.119
<v Speaker 1>John C. Breckenridge, and Bradley made a lithograph print of

0:18:38.220 --> 0:18:41.619
<v Speaker 1>Lincoln that sold like hotcakes. Actually, I'm just going to

0:18:41.660 --> 0:18:42.959
<v Speaker 1>send you a copy so you can take a look

0:18:43.000 --> 0:18:43.159
<v Speaker 1>at it.

0:18:43.640 --> 0:18:46.000
<v Speaker 2>I mean, that's Abraham Lincoln, but his hair is very

0:18:46.119 --> 0:18:48.000
<v Speaker 2>short and he doesn't have a beard.

0:18:48.830 --> 0:18:52.170
<v Speaker 1>Yeah, he doesn't have that trademark beard. So, shortly after

0:18:52.210 --> 0:18:55.790
<v Speaker 1>Bradley started selling this lithograph, Lincoln actually grew his beard,

0:18:55.950 --> 0:18:58.840
<v Speaker 1>which made him look totally different. So, not only did

0:18:58.910 --> 0:19:02.160
<v Speaker 1>his stock of prints become worthless overnight, but some people

0:19:02.240 --> 0:19:05.540
<v Speaker 1>actually started complaining about this, and Bradley starts giving them

0:19:05.560 --> 0:19:08.440
<v Speaker 1>their money back. It almost put him out of business,

0:19:08.520 --> 0:19:11.100
<v Speaker 1>and it's all because of this ridiculous beard. Oh, wow.

0:19:12.609 --> 0:19:16.530
<v Speaker 1>After this disaster, Bradley pivots. He published a board game

0:19:16.630 --> 0:19:19.410
<v Speaker 1>called The Checkered Game of Life. Now, this was probably

0:19:19.430 --> 0:19:21.570
<v Speaker 1>inspired by a British game called The New Game of

0:19:21.630 --> 0:19:24.970
<v Speaker 1>Human Life, which was weirdly based on a 16th century

0:19:25.010 --> 0:19:29.760
<v Speaker 1>game called The Royal Game of Goose, which I feel

0:19:29.800 --> 0:19:31.820
<v Speaker 1>like if you've got a game called The Royal Game

0:19:31.859 --> 0:19:34.560
<v Speaker 1>of Goose, how can you improve on it? But apparently

0:19:34.640 --> 0:19:37.480
<v Speaker 1>they did. But what all these games had in common

0:19:37.540 --> 0:19:40.260
<v Speaker 1>was the idea of moving along a path that represented life.

0:19:40.970 --> 0:19:43.920
<v Speaker 1>And it had a strict moral code that determined the outcome.

0:19:43.980 --> 0:19:46.850
<v Speaker 1>So if you landed on a vice, you'd travel backwards.

0:19:46.960 --> 0:19:49.530
<v Speaker 1>If you landed on a virtue, you move forwards. And

0:19:49.550 --> 0:19:52.750
<v Speaker 1>players didn't have much agency in the games, much like Candyland.

0:19:53.109 --> 0:19:55.750
<v Speaker 1>So wherever your pieces landed, that was kind of your fate.

0:19:56.160 --> 0:19:58.720
<v Speaker 1>So what Bradley does is he adds this level of

0:19:58.800 --> 0:20:02.640
<v Speaker 1>decision-making to the game. Players spawn a T-Totem, and then

0:20:02.660 --> 0:20:04.619
<v Speaker 1>they look at the chart that gave them two to

0:20:04.680 --> 0:20:07.450
<v Speaker 1>four options for their move. So some of the spaces

0:20:07.490 --> 0:20:10.609
<v Speaker 1>on the board had points, like landing on college or happiness.

0:20:10.730 --> 0:20:13.689
<v Speaker 1>That actually gave you five points. And other spaces sent

0:20:13.730 --> 0:20:17.530
<v Speaker 1>you back, kind of like snakes and ladders. And weirdly,

0:20:17.790 --> 0:20:20.870
<v Speaker 1>Bradley really pulled from all elements of life. So bad

0:20:20.930 --> 0:20:26.190
<v Speaker 1>spaces included things like ruin, poverty, disgrace, and most surprising

0:20:26.230 --> 0:20:30.250
<v Speaker 1>of all, suicide. Oh, that is horrifying. Yeah, nothing fun

0:20:30.270 --> 0:20:33.370
<v Speaker 1>about that. But Bradley's game was an enormous hit for

0:20:33.390 --> 0:20:37.050
<v Speaker 1>the time. He sold over 45,000 copies in his first

0:20:37.109 --> 0:20:40.230
<v Speaker 1>year alone, which enabled him to build a company named

0:20:40.310 --> 0:20:40.869
<v Speaker 1>after himself.

0:20:41.869 --> 0:20:44.590
<v Speaker 2>And is this checkered game of life related to the

0:20:44.630 --> 0:20:46.340
<v Speaker 2>game life that we played growing up?

0:20:47.530 --> 0:20:48.850
<v Speaker 1>You know, you look at the board and it looks

0:20:49.010 --> 0:20:51.490
<v Speaker 1>nothing like it, right? It almost looks more like chutes

0:20:51.560 --> 0:20:55.310
<v Speaker 1>and ladders than the game of life, but It is related.

0:20:55.490 --> 0:20:58.790
<v Speaker 1>So in 1960, Milton Bradley gave the game to a

0:20:58.830 --> 0:21:01.950
<v Speaker 1>designer to retool for the 100th anniversary of the game.

0:21:02.410 --> 0:21:05.449
<v Speaker 1>And along with taking out things like Suicide, that's when

0:21:05.470 --> 0:21:08.930
<v Speaker 1>they added those little cars and the spinner and the cash,

0:21:09.090 --> 0:21:11.689
<v Speaker 1>all to make it more fun. And along the way,

0:21:11.710 --> 0:21:14.669
<v Speaker 1>his company became this cornerstone of American board games. They

0:21:14.710 --> 0:21:19.230
<v Speaker 1>produced titles like Operation, Battleship, also Candyland. And after 124

0:21:19.230 --> 0:21:24.080
<v Speaker 1>years of ownership, by the Bradley family. In 1984, the

0:21:24.119 --> 0:21:27.439
<v Speaker 1>company was acquired by Hasbro. And then a few years later,

0:21:27.680 --> 0:21:31.560
<v Speaker 1>Hasbro was consolidating things. They buy Bradley's rival, Parker Brothers,

0:21:31.760 --> 0:21:34.260
<v Speaker 1>and they merged the two to form Hasbro Gaming.

0:21:34.840 --> 0:21:36.880
<v Speaker 2>Actually, I'm glad that you mentioned the Parker Brothers because

0:21:36.920 --> 0:21:39.570
<v Speaker 2>I did some research on them. And it's kind of

0:21:39.609 --> 0:21:42.670
<v Speaker 2>this heartwarming tale of a teenage prodigy who just wanted

0:21:42.690 --> 0:21:45.929
<v Speaker 2>to have fun and make money in the process. So

0:21:45.950 --> 0:21:47.990
<v Speaker 2>I'll tell you all about that right after a quick break.

0:22:03.820 --> 0:22:06.520
<v Speaker 2>Welcome back to Part-Time Genius, where we're talking board games.

0:22:06.940 --> 0:22:08.220
<v Speaker 1>And I think you're going to tell us about the

0:22:08.300 --> 0:22:11.160
<v Speaker 1>Parker brothers, who I didn't realize were real people.

0:22:11.540 --> 0:22:14.940
<v Speaker 2>They were indeed real people. So specifically, the Parker brothers

0:22:14.980 --> 0:22:19.640
<v Speaker 2>were George, Charles, and Edward Parker. They were born in Salem, Massachusetts.

0:22:20.160 --> 0:22:22.820
<v Speaker 2>And it was George, the youngest, who was into games.

0:22:23.260 --> 0:22:24.409
<v Speaker 1>Now, this was in 1883. He was just 16 years old.

0:22:26.619 --> 0:22:29.669
<v Speaker 2>And he created a game called banking. Now, like you

0:22:29.710 --> 0:22:32.209
<v Speaker 2>were saying earlier, many games at the time were thinly

0:22:32.250 --> 0:22:36.149
<v Speaker 2>disguised lectures or lessons on various things. And so teenage

0:22:36.170 --> 0:22:40.070
<v Speaker 2>George was like, absolutely not. Games should just be fun.

0:22:40.910 --> 0:22:43.060
<v Speaker 1>So he made a game called banking.

0:22:43.119 --> 0:22:45.439
<v Speaker 2>Yeah, I mean, what's more fun than banking? I guess

0:22:45.480 --> 0:22:48.020
<v Speaker 2>banking was fun at the time, maybe. Now, the point

0:22:48.080 --> 0:22:51.040
<v Speaker 2>of banking was pretty simple. Players competed to see who

0:22:51.080 --> 0:22:53.820
<v Speaker 2>could make the most money, which was a little different

0:22:53.840 --> 0:22:57.090
<v Speaker 2>than all other games that lectured you about morals. Anyway,

0:22:57.109 --> 0:23:00.540
<v Speaker 2>George's family loved the game, and after two publishers rejected it,

0:23:00.859 --> 0:23:04.160
<v Speaker 2>his older brother Charles convinced George to just publish it himself.

0:23:04.680 --> 0:23:08.860
<v Speaker 2>And he did exactly that, spending $ 40 to make 500 copies.

0:23:08.900 --> 0:23:11.940
<v Speaker 2>Can you imagine if you're going to make 500 copies

0:23:11.960 --> 0:23:13.970
<v Speaker 2>of a game for $ 40 these days? Anyway, he sold

0:23:14.030 --> 0:23:16.490
<v Speaker 2>almost all of them within the year and decided to

0:23:16.550 --> 0:23:19.889
<v Speaker 2>launch his own games business. Charles joined the company a

0:23:19.950 --> 0:23:24.230
<v Speaker 2>few years later, and they adopted the name Parker Brothers. Eventually, Edward,

0:23:24.270 --> 0:23:26.450
<v Speaker 2>the oldest brother, joined too. And it was truly a

0:23:26.510 --> 0:23:29.310
<v Speaker 2>family affair. So we have George Parker to thank for

0:23:29.410 --> 0:23:33.560
<v Speaker 2>pushing American games in a much more entertaining direction. And

0:23:33.600 --> 0:23:36.100
<v Speaker 2>over the years, Parker Brothers launched all these favorites from

0:23:36.240 --> 0:23:39.439
<v Speaker 2>Clue to Sorry to Risk, even the Ouija board. So

0:23:39.480 --> 0:23:40.840
<v Speaker 2>like some really fun stuff.

0:23:41.500 --> 0:23:44.240
<v Speaker 1>That's so funny because when I think of Parker Brothers,

0:23:44.480 --> 0:23:46.430
<v Speaker 1>I really only think of one game. All right, I'll

0:23:46.450 --> 0:23:51.280
<v Speaker 1>take a guess. It's Monopoly. Exactly. And I have to say,

0:23:51.300 --> 0:23:54.280
<v Speaker 1>this is one of the most interesting and infuriating stories

0:23:54.340 --> 0:23:59.760
<v Speaker 1>I found during my research. So according to Hasbro's official narrative,

0:24:00.060 --> 0:24:04.220
<v Speaker 1>Monopoly was invented in 1933 by an out-of-work man named

0:24:04.300 --> 0:24:07.439
<v Speaker 1>Charles Darrow. He brought the game to Parker Brothers, which

0:24:07.480 --> 0:24:10.469
<v Speaker 1>was struggling during the Great Depression. And of course, the

0:24:10.490 --> 0:24:12.390
<v Speaker 1>famous story is that they turn it down at first.

0:24:12.490 --> 0:24:15.209
<v Speaker 1>It breaks all their rules. But then they change their

0:24:15.250 --> 0:24:18.890
<v Speaker 1>mind and Monopoly becomes a sensation, selling millions of copies

0:24:19.020 --> 0:24:22.760
<v Speaker 1>and making Darrow and Parker Brothers a ton of money. Today,

0:24:22.900 --> 0:24:25.920
<v Speaker 1>it's a bestseller in over 100 countries with at least

0:24:26.100 --> 0:24:29.180
<v Speaker 1>a billion copies sold, which is insane to me.

0:24:29.720 --> 0:24:31.850
<v Speaker 2>Now, there was something about the way you said official

0:24:31.930 --> 0:24:34.770
<v Speaker 2>narrative that makes me think there's a more interesting story here.

0:24:35.590 --> 0:24:38.290
<v Speaker 1>Yeah, well, it turns out that in 1903, and this

0:24:38.350 --> 0:24:42.010
<v Speaker 1>is three decades before Darrow patented monopoly, there was a

0:24:42.050 --> 0:24:46.670
<v Speaker 1>Maryland woman named Lizzie McGee, and she created a monopoly prototype.

0:24:47.040 --> 0:24:49.540
<v Speaker 1>She called it the landlord's game, and she actually had

0:24:49.580 --> 0:24:51.820
<v Speaker 1>an agenda with this. She wanted to spread the belief

0:24:52.100 --> 0:24:55.760
<v Speaker 1>of a philosopher named Henry George, and George believed that

0:24:55.820 --> 0:25:00.070
<v Speaker 1>private land ownership would ruin society. So McGee released her

0:25:00.109 --> 0:25:02.710
<v Speaker 1>game in 1906, and it caught on even among people

0:25:02.750 --> 0:25:05.300
<v Speaker 1>who weren't interested in this philosophy. It was just really

0:25:05.359 --> 0:25:07.619
<v Speaker 1>fun to play. And do you play it in the

0:25:07.640 --> 0:25:11.790
<v Speaker 1>same way you play Monopoly today? Not quite. The goal

0:25:11.810 --> 0:25:14.520
<v Speaker 1>of avoiding bankruptcy was the same, but McGee made a

0:25:14.560 --> 0:25:17.600
<v Speaker 1>rule that allowed players to cooperate. You could vote to

0:25:17.640 --> 0:25:20.179
<v Speaker 1>pay rent into a common bank instead of paying the

0:25:20.220 --> 0:25:23.460
<v Speaker 1>title holder of the property. And I actually love this detail.

0:25:23.640 --> 0:25:26.560
<v Speaker 1>Instead of that square that says go, McGee had a

0:25:26.600 --> 0:25:31.120
<v Speaker 1>square that read, quote, labor upon Mother Earth produces wages. Yeah.

0:25:32.520 --> 0:25:37.390
<v Speaker 1>Which is kind of a mouthful. Yeah. The card that says,

0:25:37.490 --> 0:25:40.389
<v Speaker 1>do not pass labor upon Mother Earth produces wages. Do

0:25:40.710 --> 0:25:45.470
<v Speaker 1>not collect $ 200. Yeah, that's a little long. Not as catchy.

0:25:45.850 --> 0:25:50.560
<v Speaker 1>But McGee's game became popular with socialists and Quakers and

0:25:50.940 --> 0:25:54.139
<v Speaker 1>also university students. And in keeping with her beliefs, she

0:25:54.160 --> 0:25:56.879
<v Speaker 1>didn't profit from this. Like it was an open source

0:25:56.980 --> 0:26:00.920
<v Speaker 1>public domain free for people to play and modify game. Wow.

0:26:01.200 --> 0:26:03.850
<v Speaker 2>So I'm curious, though, how did this socialist experiment turn

0:26:03.880 --> 0:26:05.670
<v Speaker 2>into a billion-dollar commodity?

0:26:06.310 --> 0:26:09.750
<v Speaker 1>So Harper's Magazine actually did this incredible investigation of this.

0:26:10.050 --> 0:26:12.810
<v Speaker 1>And according to that article, a professor at the Wharton

0:26:12.830 --> 0:26:15.919
<v Speaker 1>School used the game to teach his classes, quote, the

0:26:16.040 --> 0:26:19.700
<v Speaker 1>wickedness of land monopoly... Which is just amazing to think of, right?

0:26:19.740 --> 0:26:23.180
<v Speaker 1>Wharton teaching the wickedness of land monopoly. But it catches

0:26:23.420 --> 0:26:26.440
<v Speaker 1>on and the students spread it across Pennsylvania to summer camps.

0:26:26.500 --> 0:26:29.560
<v Speaker 1>It gets to the Poconos. People are playing it at

0:26:29.640 --> 0:26:33.500
<v Speaker 1>like Columbia and Harvard and lounges there. And before long,

0:26:33.560 --> 0:26:36.780
<v Speaker 1>people were calling it monopoly, but with a lowercase m.

0:26:36.940 --> 0:26:39.700
<v Speaker 1>So kind of the way you'd refer to dominoes or chess.

0:26:40.390 --> 0:26:43.169
<v Speaker 1>And then during the Great Depression, these two brothers in

0:26:43.210 --> 0:26:46.790
<v Speaker 1>Atlantic City, Jesse and Eugene Rayford, they learned the game

0:26:46.830 --> 0:26:50.430
<v Speaker 1>from this Indianapolis woman they'd met. The Rayfords were Quakers

0:26:50.770 --> 0:26:53.570
<v Speaker 1>and they shared it with their community, but they replaced

0:26:53.630 --> 0:26:56.430
<v Speaker 1>the usual pawns in the game with household objects. So

0:26:56.450 --> 0:26:59.620
<v Speaker 1>you've got things like thimbles that suddenly are added into

0:26:59.660 --> 0:27:00.919
<v Speaker 1>the mix. Oh, interesting.

0:27:00.940 --> 0:27:03.820
<v Speaker 2>And so this was still in its open source, kind

0:27:03.859 --> 0:27:05.640
<v Speaker 2>of free to the public stage though too, right?

0:27:05.660 --> 0:27:08.950
<v Speaker 1>Yeah. Yeah, and people were free to modify the rules,

0:27:09.030 --> 0:27:12.790
<v Speaker 1>so they actually made one other major change. Originally, properties

0:27:12.830 --> 0:27:15.969
<v Speaker 1>were sold at auction when players landed on them, but

0:27:16.030 --> 0:27:19.040
<v Speaker 1>the Rayfords thought that was too complicated, so they put

0:27:19.180 --> 0:27:22.480
<v Speaker 1>sale prices on the board and changed property names to

0:27:22.540 --> 0:27:26.320
<v Speaker 1>reflect places in Atlantic City. And they showed their version

0:27:26.359 --> 0:27:28.500
<v Speaker 1>of the game to a friend who showed it to

0:27:28.540 --> 0:27:31.290
<v Speaker 1>a friend of his, and that friend ended up being

0:27:31.430 --> 0:27:37.410
<v Speaker 1>Charles Darrow. Who I think is the alleged inventor of Monopoly, right? Yeah,

0:27:37.510 --> 0:27:41.389
<v Speaker 1>so it seems what Darrow really did was copy McGee's game,

0:27:41.470 --> 0:27:45.030
<v Speaker 1>stripped out the socialist elements, capitalized the M in Monopoly,

0:27:45.230 --> 0:27:48.430
<v Speaker 1>and passed this version off as his original game. And

0:27:48.670 --> 0:27:51.859
<v Speaker 1>in doing so, he made himself fantastically wealthy.

0:27:51.880 --> 0:27:53.940
<v Speaker 2>I mean, it's kind of like he won the biggest

0:27:54.020 --> 0:27:56.060
<v Speaker 2>real-life game of Monopoly, if you think about it.

0:27:57.119 --> 0:28:00.500
<v Speaker 1>He really did. But the question today is, who's going

0:28:00.520 --> 0:28:02.860
<v Speaker 1>to win the fact off? I don't know, but there's

0:28:02.880 --> 0:28:09.190
<v Speaker 1>only one way to find out. OK, so in the past,

0:28:09.230 --> 0:28:12.010
<v Speaker 1>board games were used to teach everything from geography to morality.

0:28:12.150 --> 0:28:14.930
<v Speaker 1>But did you know there's growing evidence that games have

0:28:14.950 --> 0:28:19.020
<v Speaker 1>a positive impact on brain activity? For instance, a study

0:28:19.060 --> 0:28:22.179
<v Speaker 1>showed that playing the game Go can improve symptoms of

0:28:22.240 --> 0:28:26.200
<v Speaker 1>depression and anxiety in patients with Alzheimer's. Some experts think

0:28:26.240 --> 0:28:28.970
<v Speaker 1>that Go can help kids with ADHD, too, because it

0:28:29.010 --> 0:28:31.449
<v Speaker 1>can help improve executive function. All right.

0:28:31.470 --> 0:28:34.050
<v Speaker 2>Well, I think we both know trivia keeps the brain sharp.

0:28:34.109 --> 0:28:37.280
<v Speaker 2>So here's a fact about Trivial Pursuit. Did you know

0:28:37.300 --> 0:28:40.400
<v Speaker 2>that Trivial Pursuit was the focus of a strange lawsuit?

0:28:40.760 --> 0:28:44.080
<v Speaker 2>The game was invented in 1979 by Canadian journalists Chris

0:28:44.120 --> 0:28:47.490
<v Speaker 2>Haney and Scott Abbott, and it was an overnight success.

0:28:48.010 --> 0:28:51.490
<v Speaker 2>But in 1994, a Nova Scotia man sued the pair,

0:28:51.690 --> 0:28:54.530
<v Speaker 2>saying that in 1979, Haney had picked him up while

0:28:54.570 --> 0:28:58.020
<v Speaker 2>he was hitchhiking. He claimed that during the ride, he

0:28:58.080 --> 0:29:01.310
<v Speaker 2>had described the idea for Trivial Pursuit, and Haney stole it.

0:29:01.750 --> 0:29:03.920
<v Speaker 2>Haney said in his defense that he'd never picked up

0:29:03.960 --> 0:29:08.920
<v Speaker 2>a hitchhiker. A judge ruled in the journalist's favor in 2007.

0:29:10.670 --> 0:29:13.020
<v Speaker 1>Lizzie has a family friend who claims that she sat

0:29:13.080 --> 0:29:15.900
<v Speaker 1>next to Lee Iacocca on a plane in Coach and

0:29:15.980 --> 0:29:19.320
<v Speaker 1>mentioned that he should make an affordable car called the Eon.

0:29:19.760 --> 0:29:24.100
<v Speaker 1>And all he did was add the letter N. Wow,

0:29:24.120 --> 0:29:28.480
<v Speaker 1>that is amazing. So I know we talked about life

0:29:28.540 --> 0:29:31.890
<v Speaker 1>and Milton Bradley earlier, but one thing I hadn't realized

0:29:31.990 --> 0:29:34.590
<v Speaker 1>was what a marketing genius the game designer was. So

0:29:34.770 --> 0:29:38.130
<v Speaker 1>during the Civil War, he realized that soldiers needed things

0:29:38.190 --> 0:29:44.380
<v Speaker 1>to de-stress. So he started bundling a game set with chess, checkers, dominoes,

0:29:44.640 --> 0:29:47.720
<v Speaker 1>and his game, the early version of life. And he

0:29:47.780 --> 0:29:50.490
<v Speaker 1>made it tiny enough that you could mail it anywhere.

0:29:50.590 --> 0:29:54.330
<v Speaker 1>So according to Mental Floss, during Christmas, he advertised it as, quote,

0:29:54.690 --> 0:29:57.410
<v Speaker 1>just the thing to send to members of the armed forces.

0:29:57.930 --> 0:30:00.660
<v Speaker 1>And that's how the game really took off. That's so classy.

0:30:01.620 --> 0:30:03.580
<v Speaker 1>All right. So for my last fact, Mango, do you

0:30:03.620 --> 0:30:06.860
<v Speaker 1>know what copypasta is? I mean, I know it's kind

0:30:06.880 --> 0:30:09.080
<v Speaker 1>of like a meme-ish thing, but remind me what it is.

0:30:09.660 --> 0:30:12.870
<v Speaker 2>All right. Copypasta is a horror story that's spread around

0:30:12.880 --> 0:30:16.660
<v Speaker 2>the internet, getting copied and pasted over and over across

0:30:16.680 --> 0:30:19.650
<v Speaker 2>the internet. And one of the weirdest copypastas of all

0:30:19.690 --> 0:30:22.770
<v Speaker 2>time is about a 90s board game. It's been shared

0:30:22.890 --> 0:30:26.280
<v Speaker 2>thousands and thousands of times. The anonymous author claims that

0:30:26.340 --> 0:30:30.180
<v Speaker 2>they were terrorized by a demonic VHS tape of Rap Rat,

0:30:30.600 --> 0:30:34.160
<v Speaker 2>a character in a bizarre board game also called Rap Rat. Now,

0:30:34.180 --> 0:30:37.870
<v Speaker 2>that story, like most copypastas, is fake, but Rap Rat

0:30:37.960 --> 0:30:41.190
<v Speaker 2>is real. The game was released in 1992, and it

0:30:41.290 --> 0:30:44.670
<v Speaker 2>really did come with a VHS tape featuring a rapping rodent,

0:30:45.070 --> 0:30:47.970
<v Speaker 2>so players would compete to assemble puzzles before Rap Rat

0:30:48.090 --> 0:30:50.890
<v Speaker 2>eats all the cheese on the TV screen. Now, in

0:30:50.930 --> 0:30:54.590
<v Speaker 2>between nibbles, he shouts off instructions, and of course, he raps.

0:30:55.160 --> 0:30:58.240
<v Speaker 2>And the whole thing is totally nuts. And the best

0:30:58.280 --> 0:31:03.000
<v Speaker 2>part is I found an actual 1992 commercial for Rap Rat.

0:31:03.260 --> 0:31:06.580
<v Speaker 1>It's VHS. It's A-OK. It's kids entertainment that's here to stay.

0:31:06.620 --> 0:31:10.380
<v Speaker 1>The video board game. Rap Rat, Rap Rat. So get mellow,

0:31:10.400 --> 0:31:12.810
<v Speaker 1>get yellow, get the video board game, Rap Rat. He

0:31:13.050 --> 0:31:16.270
<v Speaker 1>ain't no ghost. He's the most. The video board game,

0:31:16.370 --> 0:31:20.690
<v Speaker 1>Rap Rat. OK, that is amazing. For Rap Rat alone,

0:31:20.830 --> 0:31:23.430
<v Speaker 1>I think you have to take the trophy. Congratulations.

0:31:24.880 --> 0:31:27.540
<v Speaker 2>It is possible that this entire episode was an excuse

0:31:27.580 --> 0:31:30.380
<v Speaker 2>for me to play some rap rap for you, but

0:31:30.420 --> 0:31:30.920
<v Speaker 2>there you go.

0:31:31.040 --> 0:31:36.670
<v Speaker 1>I'm going to look for it on Spotify now. That's

0:31:36.710 --> 0:31:39.430
<v Speaker 1>it for today's episode. Thank you so much for listening

0:31:39.550 --> 0:31:44.570
<v Speaker 1>from Will, Dylan, Gabe, Mary, and myself. We are so

0:31:44.610 --> 0:31:46.830
<v Speaker 1>excited to be making shows in the new year and

0:31:47.030 --> 0:32:02.730
<v Speaker 1>can't wait for you to hear all of them. Part-time

0:32:02.750 --> 0:32:06.590
<v Speaker 1>genius is a production of Kaleidoscope and iHeartRadio. This show

0:32:06.670 --> 0:32:10.710
<v Speaker 1>is hosted by Will Pearson and me, Mangesh Hatikler, and

0:32:10.770 --> 0:32:14.930
<v Speaker 1>researched by our good pal, Mary Phillips Sandy. Today's episode

0:32:14.970 --> 0:32:18.060
<v Speaker 1>was engineered and produced by the wonderful Dylan Fagan with

0:32:18.080 --> 0:32:21.610
<v Speaker 1>support from Tyler Clank. The show is executive produced for

0:32:21.730 --> 0:32:25.370
<v Speaker 1>iHeart by Katrina Norvell and Allie Perry, with social media

0:32:25.410 --> 0:32:29.510
<v Speaker 1>support from Sasha Gay Trustee, Dara Potts, and Vaini Shori.

0:32:30.210 --> 0:32:33.520
<v Speaker 1>For more podcasts from Kaleidoscope and iHeart Radio, visit the

0:32:33.620 --> 0:32:37.300
<v Speaker 1>iHeart Radio app, Apple Podcasts, or wherever you listen to

0:32:37.320 --> 0:32:38.100
<v Speaker 1>your favorite shows.