In addition to confronting gender politics, [Elizabeth] Magie decided to take on the capitalist system of property ownership \u2013 this time not through a publicity stunt but in the form of a board game. The inspiration began with a book that her father, the anti-monopolist politician James Magie, had handed to her. In the pages of Henry George\u2019s classic, Progress and Poverty<\/em> (1879), she encountered his conviction that \u2018the equal right of all men to use the land is as clear as their equal right to breathe the air \u2013 it is a right proclaimed by the fact of their existence\u2019.\n\nTravelling around America in the 1870s, George had witnessed persistent destitution amid growing wealth, and he believed it was largely the inequity of land ownership that bound these two forces \u2013 poverty and progress \u2013 together. So instead of following Twain by encouraging his fellow citizens to buy land, he called on the state to tax it. On what grounds? Because much of land\u2019s value comes not from what is built on the plot but from nature\u2019s gift of water or minerals that might lie beneath its surface, or from the communally created value of its surroundings: nearby roads and railways; a thriving economy, a safe neighbourhood; good local schools and hospitals. And he argued that the tax receipts should be invested on behalf of all.\n\nDetermined to prove the merit of George\u2019s proposal, Magie invented and in 1904 patented what she called the Landlord\u2019s Game. Laid out on the board as a circuit (which was a novelty at the time), it was populated with streets and landmarks for sale. The key innovation of her game, however, lay in the two sets of rules that she wrote for playing it.\n\nUnder the \u2018Prosperity\u2019 set of rules, every player gained each time someone acquired a new property (designed to reflect George\u2019s policy of taxing the value of land), and the game was won (by all!) when the player who had started out with the least money had doubled it. Under the \u2018Monopolist\u2019 set of rules, in contrast, players got ahead by acquiring properties and collecting rent from all those who were unfortunate enough to land there \u2013 and whoever managed to bankrupt the rest emerged as the sole winner (sound a little familiar?).\n\nThe purpose of the dual sets of rules, said Magie, was for players to experience a \u2018practical demonstration of the present system of land grabbing with all its usual outcomes and consequences\u2019 and hence to understand how different approaches to property ownership can lead to vastly different social outcomes. \u2018It might well have been called \u201cThe Game of Life\u201d,\u2019 remarked Magie, \u2018as 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 seems to have, ie, the accumulation of wealth.\u2019\n\nThe game was soon a hit among Left-wing intellectuals, on college campuses including the Wharton School, Harvard and Columbia, and also among Quaker communities, some of which modified the rules and redrew the board with street names from Atlantic City. Among the players of this Quaker adaptation was an unemployed man called Charles Darrow, who later sold such a modified version to the games company Parker Brothers as his own.\n\nOnce the game\u2019s true origins came to light, Parker Brothers bought up Magie\u2019s patent, but then re-launched the board game simply as Monopoly, and provided the eager public with just one set of rules: those that celebrate the triumph of one over all. Worse, they marketed it along with the claim that the game\u2019s inventor was Darrow, who they said had dreamed it up in the 1930s, sold it to Parker Brothers, and become a millionaire. It was a rags-to-riches fabrication that ironically exemplified Monopoly\u2019s implicit values: chase wealth and crush your opponents if you want to come out on top.\n\nSource: Aeon<\/a><\/blockquote>\n<\/a>Source: The New York Times<\/a><\/h6>\nWhile the story helps redress the historical injustice done to Elizabeth Magie, the ending obliquely suggests that the proliferation of the monopolistic version of the game was somehow decided by Parker Brothers. Another explanation, however, may be that the different features of the game were more important for its development and success.\n\n\n\n\n