Heather Cox Richardson:
From CAFE and the Vox Media Podcast Network, this is Now & Then. Iâm Heather Cox Richardson.
Joanne Freeman:
And Iâm Joanne Freeman. Today, weâve got a summertime topic for you. We pondered what we wanted to talk about today. And here we are in August, summer isnât over, but itâs looming the end of it, perhaps on the horizon. And we thought, âWouldnât it be great in late summer to take you into a discussion of something that is not super-serious?â And so we decided that what we would like to discuss today is board games.
The history of board games, what board games show and mean. And to be honest, there are a lot of really goofy board games. At any rate, we wanted to talk about board games and how theyâve evolved over time and what they actually can tell you about the United States at the time when they came out and also, in some cases, about the United States now.
Heather Cox Richardson:
Well, and itâs worth pointing out that for all the fact, we started to talk about games in general. It turns out there are many, many different categories of games. We narrowed it down to board games, and then it turns out that there are many, many different kinds of board games. Weâre actually going to be talking about a specific kind of board game. And thatâs the kind of board game that has, if you will, a contest or a race from one point to another, and you want to be the winner.
And that itself is a really interesting concept. If you contrast it with the idea of say, cooperative games, which are where you make teams and people try to work together to solve a mystery, for example, or games that are games of strategy that are not designed to be a race. These are racing games, and they do in fact, tell us a lot about America.
Joanne Freeman:
They do indeed. Now, I have to ask you, Heather, we have in front of us here a list of the top 11 best selling board games right now on Amazon. Iâve only heard of a few, but I need to know Heather, if you have heard of any of these either. I gather that the number one best selling board game is Connect 4, which sounds like an old game to me, but I have no idea what it is.
Heather Cox Richardson:
Oh, man. We still play Connect 4.
Joanne Freeman:
You know that one?
Heather Cox Richardson:
Oh yeah, Connect 4. The reason itâs busy right now, I think, probably, is that there was on Twitter a video clip of a dog playing Connect 4. Itâs where itâs aâŚ
Joanne Freeman:
The dog can play it, I can too.
Heather Cox Richardson:
Well, I wasnât entirely convinced the dog was making good decisions, but itâs a stand in which you drop poker chips sort of into patterns to see if you could put four of them in a row without being stopped.
Joanne Freeman:
Oh, okay.
Heather Cox Richardson:
Itâs kind of fun, actually.
Joanne Freeman:
It doesnât sound bad. The second one is Candy Land, which I do remember playing. Do you remember that? Thereâs like little gingerbread plastic men you move around. Thatâs kind of in the vein of the ones weâll be talking about today that you move around a board and go forward and go backward.
Heather Cox Richardson:
Weirdly, I never played Candy Land and Iâm not sure that it was in my house as a kid. I do know Candy Land because I believe Candy Land was invented by a woman who worked with children who were immobilized by polio.
Joanne Freeman:
Wow.
Heather Cox Richardson:
And it was her way of giving the children something to do and to give them the ability to move, even though they were at that time on.
Joanne Freeman:
Wow. I love that. I have to say a lot of these games on here. I donât know. I love the fact that one is Bingo and the other is Zingo!, with an exclamation point. I donât know what Zingo! is. One of the names on there we will be talking about later and that is not surprisingly Monopoly. But maybe we should start with one that actually I didnât necessarily know about before we began.
And I was trying to think rummaging through my mind to come up with something early American. And I think they were playing with cards in early America. But as far as board games go, I was having a hard time thinking of anything in that realm. And as it ends up, there is something called the Game of Goose, which falls into the lines of what weâve already talked about. That it sort of was a race game. I think there were 63 spaces and you did various things. You rolled die and you went ahead or backward. Itâs the basic format of a lot of games ever after.
And just the themes changed or the topic or in one way or another, you could be racing towards anything or away from anything. It was the format, but apparently it was very popular. It got first created in the late 15th century. So weâre talking way back and it began first in Spain, in Italy and the 16th century, it spread to England. And then not surprisingly, by the way, 18th century, it became American.
And we have evidence that the Game of Goose was known about in early America. And I was laughing about this with Heather even before we began taping, because it just reminds me itâs so modern in its way. Apparently in 1798, the games was obviously available in Philadelphia because that year Vice President Thomas Jefferson wrote to his daughter, Martha Jefferson Randolph about a gift list that she had sent to Jefferson to bring back to her children.
And one of the desired gifts was the Game of Goose. And Jefferson writes a letter back and says, âAll your commissions shall be executed, including the Game of the Goose if we can find out what it is.â And what I love about that is itâs like every father in the world whose kid says, âI want the super duper bubblegum shooter,â the father has to sort of decide, âWhat is that? How do I know what that is?â
And here is Jefferson, âOh, okay, got it. Game of the Goose.â Iâm fighting Game of the Goose, which apparently he did. He said later in a letter again to his daughter that the children, âI am afraid theyâll have forgotten me. However, my memory may perhaps be hung on the Game of the Goose, which I am to carry to them. So they may forget me, but Iâm going to redeem myself because Iâm bringing them the Game of the Goose.â
Heather Cox Richardson:
Whatâs interesting about the idea of a board game that involves die and racing is it says a lot about who would use it. So it doesnât necessarily have the same kind of negative connotations of gambling, for example, that you would have on cards that are held secretly. And it also doesnât have the connotations of needing to be extraordinarily educated to play them well like West, for example, or Bridge those card games that were popular about the same time.
So itâs the kind of game that you could see a family having or somebody wanting their kids to have, because it teaches them basic math skills, but also doesnât endanger their souls if you will. And the whole idea of those racing games then becomes a really easy way to create educational games, where they teach people something.
Joanne Freeman:
So, oddly enough, on the one hand you could say that these race games have a kind of democratic component to them because everybody is rolling the die and everybodyâs moving ahead or backward and you donât need special knowledge to play these games. You need patience and you need to know how to take turns. And yet I think almost all of the games that weâre talking about today, thereâs actually nothing really democratic about the premise of the game. Theyâre all about racing and somebody wins. Right?
And so youâre all on an even keel until someone due to luck or chance or something, some last minute smart move ends up winning. So yeah, theyâre perfect to play with a family because you all start out in the same, it equalizes the family. And if youâre all playing fairly, these are the sorts of moments when a father loses or a mother loses or a kid always wins.
And Iâm sure most people listening have some kind of a memory of the weird kind of equalizing dynamic of playing board games.
Heather Cox Richardson:
That whole idea of using a race game to inculcate various ideas about a society has stayed with us ever since. And I had to laugh when I was reading about the Game of Goose by thinking about all the games that we had as kids that were designed to teach us one thing or another, not all of which we loved. And what really jumped to mind, and Iâm so happy that I set you up for this Joanne is that my father who in the 1970s was very concerned about the environment. He was an early environmentalist, brought home a game called the Game of Smog. And do you know-
Joanne Freeman:
Weee!
Heather Cox Richardson:
Do you know the great beauty of that is that nobody had the heart to throw it out when he was alive. And certainly not after he died. And many, many, many years later, itâs still in my parentsâ home. And many, many, many years later I came down and found that at that point, grown niece and her friends were playing the Game of Smog. And sheâs like, âWeâre learning all kinds of cool stuff here.â Literally at least 50 years after it come home and never been opened.
Joanne Freeman:
Thatâs hilarious and also interesting. Itâs going to relate to something weâre going to talk about in a little bit, which is that, first of all, I do think if a game is too teachy preachy that probably kids are going to walk away from it. But I also think itâs an obvious point, but over time, and particularly if youâre talking about a lapse of decades, the sort of ethos changes enough and young people have a different culture and different expectations that things that might have been totally horrific or nerdy to you when you were a kid in this case are cool.
The environment matters a lot and hereâs the Game of Smog. So you can never [inaudible 00:10:01].
Heather Cox Richardson:
Iâm sorry. It still cracks me up, the Game of Smog.
Joanne Freeman:
I know. Itâs totally true.
Heather Cox Richardson:
The idea of using games to reflect a society and also to instruct people in how to behave really is the whole central idea of board games really encapsulated by things like The Game of Life or The Game of Monopoly or any of the games that weâre going to be talking about that reflect the growing concept of both democracy and also capitalism.
So early on in the United States, people began to imitate the Game of Goose and to produce their own variations on it. And as early as 1812, one of the variations that was produced was called the Mansion of Happiness by the mid 19th century, the Mansion of Happiness had become a popular American game. And how it takes you from the beginning of the game to happiness is going to evolve through American history as that game changes. And many people are going to know the way itâs going to come out as The Game of Life.
So the Mansion of Happiness originally meant that you would move through a mansion and you would get help from moral spaces. And those moral spaces would have piety, honesty, sobriety, and gratitude. And then you would be thrown backward by vice spaces. So you get thrown backward by audacity, cruelty, a modesty or in gratitude. And what jumps out to me about that is how much it echoes, what Louisa May Alcott did in Little Women, where the women, the girls at that point make their own game in which they move forward through life according to John Bunyanâs Pilgrimâs Progress. Where they move forward or they move backward.
Joanne Freeman:
Itâs so much of that moment. You mentioned a little earlier, Heather, the sort of moral component that these games are sometimes teaching you. The fact that you have these qualities here that are the key to the game and that you could play that game and it would be a game and it would not feel necessarily preachy. Right? That you were playing a game. You were moving, forwarded backward with a toy. Someone wins, someone loses.
And yet what youâre aiming for is, âOh, I hope I get honesty and not audacity,â as youâre advancing on the board. But certainly the existence of this game very much feels of the moment when it came out, sort of mid 19th century.
Heather Cox Richardson:
It does. And the reason I mentioned Louisa May Alcott, who wrote Little Women in 1868, Louisa was a bestseller in 1868 is because in that very period, we have the rise of Milton Bradley. So by 1860, Milton Bradley, who was about 23 years old then, a man from Springfield, Massachusetts had produced a lithograph of Abraham Lincoln, but it was a lithograph of Abraham Lincoln without a beard.
So it did very well at first, but as soon as Lincoln grew a beard, it became outdated. So after he did the Lincoln portrait, he began to experiment with board games and he took a look at that old Mansion of Happiness and decided that he should craft his own new game, that he called The Checkered Game of Life. So we have a direct line here from the Goose, to Mansions of Happiness, to The Game of Life.
And as he described it, he said, âI, Milton Bradley have invented a new social game.â Interesting words, social game. In addition to the amusement and excitement of the game, it is intended to forcibly impress upon the minds of youth, the great moral principles of virtue and vice.
Joanne Freeman:
Look at that amusement, excitement, moral principles, all in one bundle. Now Bradleyâs game. The Checkered Game of Life was longer than the sort of goose games weâve been talking about. It had 100 spaces like the Mansion of Happiness. There were half good spaces and half bad spaces, but in Milton Bradleyâs version, each player began in infancy. And if they were lucky, could either advance towards positive outcomes near the top of the board, like happy, old age or wealth or bad ones like prison or suicide. Thatâs a little shocking.
Actually, thatâs kind of morality slapping you in the face there, regardless of what we think about the bad outcomes on that board game, it ended up being a huge success. It sold 43,000 copies by the end of its first year on the market. And this is happening as the Civil War is intensifying. Maybe thatâs a time when people are particularly eager to escape into games. I donât know, but it did very well.
And in the end, Milton Bradley became a leading proponent of the kindergarten movement.
Heather Cox Richardson:
One of the things that I love about this early version of life though, is that one of the key social changes that happens with the Civil War is that people stop believing that they can control the outcome of their lives, that they can go in and sort of be these great individuals and change everything because the war shows them with the advent of more than 2 million men fighting either in the army or the Navy, that you could be the most moral guy in the world. And you canât see the artillery shell coming at you and you canât have any influence over whether or not the railroads are moving.
This really is reflected in the literature and how the literature goes from really heroic individuals that you have before the Civil War to these sort of mass images after the war that you see in places like Sister Carrie, where the hero of Sister Carrie basically is never in control of anything. I mean, his entire life gets changed when an unexpected breeze blows a safe door shut. So that change from we are in control of our lives to weâre really not.
Joanne Freeman:
Is reflected-
Heather Cox Richardson:
No.
Joanne Freeman:
⌠control.
Heather Cox Richardson:
Thatâs right. Itâs just whatever the dice is going to roll. And youâre not really responsible for how the dice rolls. Youâre either going to be lucky enough to have wealth and a happy old age, or youâre going to end up in prison or killing yourself as the figure in Sister Carrie does at the end of the book. Oops, that was a spoiler. But I suspect anybody who was going to run out and read Sister Carrie already has.
One of the lessons here is that certain board games become enormously popular not just because they reflect escapism or they reflect a way to spend time, but they feel to people as if they might be reflecting part of their lives.
Joanne Freeman:
For more CAFE history content check out Time Machine, a weekly column by our editorial producer, David Kurlander inspired by each Now & Then Episode.
Heather Cox Richardson:
You can receive the Time Machine articles through the free CAFE brief email sign up at cafe.com/brief.
Joanne Freeman:
One of the really interesting things about board games to me is that on the one hand theyâre kind of mindless, but on the other hand, theyâre really imprinting ideas on you in one way or another. You just may not realize it. That to me is fascinating. Thatâs right along the lines of what weâre talking about here with the various people inventing these games, but itâs a sneaky kind of imprinting of ideas because you play the game and your friends play the game and it prints on you all of these ideas that make perfect sense and probably even uses or reflects common anxieties on the parts of kids.
So that theyâre like in the mix and they want to take part in it. Games are a really interesting, conscious and unconscious way of reckoning with any society. But here weâre talking about American society.
Heather Cox Richardson:
Absolutely in 1959⌠Milton Bradley had died in 1911, but executives from the company ask a freelancer, a guy who had invented toys, games himself, a man named Reuben Klamer to come up with a new version of life for its 100th anniversary. And so he updated it to change it from being The Checkered Game of Life, to being The Game of Life in 1960. And in place of that moralism of the original game, now there was a plastic spinning wheel in the game board. Think of the technology of the post four years. Theyâve actually been able to manufacture a plastic spinning wheel in the middle of the game and the life developments that got you toward your future were things like adopting a girl and boy, collecting presence, jury duty, lose a turn.
And at the end of the day, the final space is not wealth and a happy old age. The final space is that you will be a millionaire tycoon.
Joanne Freeman:
I just love that. Itâs so wonderful. Itâs so of that moment.
Heather Cox Richardson:
Well, and also of that moment, Joanne was the Jingle.
Joanne Freeman:
The Jingle. Yeah.
Heather Cox Richardson:
The Jingle sounds very much like another popular image at the time, which was The Monkees, Last Train To Clarksville. And I wonder if thereâs anybody on this podcast, other than me who would like to sing that.
Joanne Freeman:
Now I cannot sing the entire thing. I will confess readily that as we began talking about this and deciding what we were going to talk about, which games that conversation for me was on the one hand, a matter of thinking of games. And on the other hand, in the back of my brain, various Jingles playing endlessly, theyâre just in there.
And this was one of those cases. It was like, âOf course, weâre going to talk about The Game of Life.â And what I had before sitting down here was, (singing). That was what was in my head. Now I listened. I went to find the commercial so that I could be well informed for you, the listening public. And it does kind of have this weird wacky.
One of our producers actually is the one who said, it kind of sounds like The Monkees, Last Train To Clarksville. Itâs like one kid says, âI got a car.â And the chore says, âYou got a car.â Someone says, âIâll be a star.â âYou may go far.â
Speaker 3:
Thatâs life.
Joanne Freeman:
Itâs kind of wacky and kind of 60 ish. Actually very much of that moment, you could be famous, become a star. You could get a fancy car or become a millionaire tycoon. Thatâs very much a particular kind of a game that as you just said, Heather, itâs not piety. Piety is not on that board.
Heather Cox Richardson:
No, but what is a heteronormative upwardly, mobile, largely white society. It mirrored the way people who purchased that game wanted their children to think about their futures. Sheâs one of the reasons weâre going to get such a crisis. When in fact those kids do go off to college and discover that the world is not the way their parents wanted them to think about it.
So weâre going to end up with the 1960s and the 1970s, but The Game of Life was in that period almost a snapshot of what the 1950s and the 1960s looked like to a certain group of people.
Joanne Freeman:
Think about the ultimate message there too. Just as weâre saying, these games donât require knowledge. They require a little luck. They require knowing how to take turns. And the ultimate point of this game is anyone can be a millionaire. You can play this game and at the end, âIâm a millionaire.â As though thatâs a goal, an achievable goal that youâre talking about every time you play the game.
Heather Cox Richardson:
Well, itâs something desirable. Youâre not going to see that in a moral game from the middle of the 19th century.
Joanne Freeman:
No itâs desirable, but itâs also being made as though itâs familiar and achievable.
Heather Cox Richardson:
And achievable. Thatâs right. And interestingly, when you put it that way, I was going to joke and say that it wasnât a very popular game, but the fact that it sold at least 50 million copies of that game. And remember America today has about 330 million people in it. That idea that everybody can move their way up to become a millionaire tycoon. I mean, it permeates. In contrast to that though we have my favorite game as in, I hate to play it. I donât know if Iâm allowed to say that.
I was the youngest kid. So I always lost and it goes, itâs in terminable. And I know that thereâs a whole bunch of listeners out there who know exactly what game weâre going to mention have set it up that way. And thatâs Monopoly.
Joanne Freeman:
Now, when you said your favorite, youâre talking in high sarcasm.
Heather Cox Richardson:
No, Iâm talking about the history of it.
Joanne Freeman:
Oh, the history is your favorite, but the game is not.
Heather Cox Richardson:
The game, I never liked it all. But the history is fabulous because The Game of Monopoly, as we know it, actually had its roots, not in the more recent past, and not even in the 20th century. It has its roots in the Single Tax Movement of the late 19th and early 20th century. And the argument behind that Single Tax Movement, which was associated with Henry George was a reformer out of New York, was that everybody in the late 19th century is trying to figure out why some people are rich and some people are poor.
And when I say, everybodyâs trying to figure it out, thereâs all these best selling books and thereâs columns and newspapers. And everybodyâs like, âWell, wait a minute, why do we have these extremes of wealth? And how can we adjust them? Because we know itâs not okay to have in Carnegie own everything and his workers own nothing.â
And yes, Iâm exaggerating, but thatâs the theme. So how do you fix that in a way thatâs fair, in a way that doesnât destroy the whole idea that everybody in America has created equal. So what do you do? And they come up with all kinds of different schemes, but Henry Georgeâs plan was to impose a tax on land. And the idea behind that was he maintained that the reason there were such enormous inequalities of wealth in late 19th century, America was because of the price of land.
And his argument was this, âDirt is just dirt. Land doesnât matter. Land is just land, no matter where you are.â I mean, with some limitations, obviously you donât want to swamp land, but land is land. But what makes land valuable are the people that live on it. So an acre of land in New York City is much more valuable at that time than an acre of land in Nebraska.
So in order to even out the inequalities in society, the way to do that is to recognize that a acre of land in New York is valuable only because of the social value that has been ascribed to it, by all those people who live on it. So what you need to do is tax that creation of value. And if you tax that creation of value so that an acre of land in New York was no more valuable than an acre of land in Nebraska. You could get rid of the extremes of wealth.
It was called a Single Tax Movement and it was extremely popular, but it was also hard to understand. So this woman named Elizabeth Magie was born in Macomb, Illinois in 1855. And she became a follower of Henry George. And she wanted to help people understand how it worked. So she invented a game called the Landlordâs Game.
Now that Iâve explained that the theory behind this is that where your land happens to be as random and itâs only given value by whatâs on it. All of a sudden Monopoly makes sense. Right?
Joanne Freeman:
Absolutely. I mean, here is Magie describing what you just described, Heather. She describes the game as being a practical demonstration of the present system of land grabbing with all its usual outcomes and consequences. 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 seems to have, which is the accumulation of wealth.
So she had two sets of rules for her game to make that point. She had an anti-monopolist set of rules in which all players received payouts from properties and a monopolist set in which the goal was to create monopolies and crush your opponents. So in her mind, you do the former game, you play the former game and itâs making the point that she supports here of Henry George, or you play the monopolist version, which shows the downside of the current way of people focusing on money in a way that highlights unfairness and inequity.
Heather Cox Richardson:
The version of the game that became Monopoly is actually not the same as her Landlordâs Game. And we didnât inherit the much more communal version of it. We inherited the, âLetâs get all the money and weâre going to have a big winner version. And weâll explain how we got there.â But I do think it says something that is the smallest youngest kid in a family. I hate a Monopoly because I always, always, always lost. And that was what she was trying to show with her monopolist version, that the game was rigged against the weaker people in that game.
And so in a way I was the perfect candidate to play the historical version. And I suspect thereâs a lot of people like that, because you lost that game. The minute somebody bought boardwalk and park plays and then the game went on for six more hours-
Joanne Freeman:
Forever and ever.
Heather Cox Richardson:
⌠where you got crushed into the dust and you ended up, I donât know, promising, you were going to do the thatâs right. Thatâs right. Promising you were going to do the game, the dishes forever and all that kind of stuff. Itâs unfair. And that idea is parallel to what happens with that game, which I find fascinating. So of course-
Joanne Freeman:
It actually makes me angry.
Heather Cox Richardson:
Me too. Me too, because the game was rigged. So what happens is the Landlordâs Game does minorly well, but she never attempted to brand the game because she wanted people to have it. And in 1932, a guy who was out of work, a guy from Philadelphia named Charles Darrow played a version of the game at a friendâs house and he created his own version of it. And in 1935, he sold it to Parker Brothers.
So Parker Brothers then goes to Magie and asks to buy her patent on the thing for $500 without telling her about- without telling her about Darrowâs version of the game, theyâd been buying up any patents of similar games so they could bring out their version of Monopoly. She sold the patent and two days after she sold it, she wrote to the founder of Parker Brothers and said, she hoped that her political and moral messages would remain central to the branding of the game.
And she said, âFarewell, my beloved brain child. I regretfully part with you, but I am giving you to another who will be able to do more for you than I have done. I shall do all I can to add to your success in fame, which will in some measure add to my own. I charge you do not swerve from your high purpose and ultimate mission. Remember the world expects much from you.â
Joanne Freeman:
Now I have to give the nasty ending. So Darrowâs version of course is an instant runaway success. It sells 278,000 copies in its first year, more than 1,750,000 the next year and Magie who by this point is the head mistress of the Henry George School in Clarington, Virginia. Obviously to say that she is not amused is to put it lightly.
She knows of the quasi theft of her game by Darrow. And of course he becomes credited as the creator of Monopoly. The Washington post commented on this at that time and said, âMagie, it originally intended her game to popularize the Single Tax principles of Henry George. Ironically its present success is due not to this moral, but to its opposite, the competitive instincts of back to normalcy America.â
So indeed the sort of ultimate painful irony that the precise thing that she was preaching against comes back and robs her of credit for her game. And the profit from this slightly reconfigured version of her game. Monopoly has now been licensed locally in more than 103 countries, printed in more than 37 languages. And as of 2015, it was estimated that the game has sold 275 million copies worldwide.
Heather Cox Richardson:
So a takeoff of Monopoly that we wanted to cover is called Hot Spa.
Joanne Freeman:
I had a mixed response to what Iâm about to talk about here. And I want to hear your thoughts about this too, because I think itâs actually itâs right in line with what weâre talking about, reflecting society. And for example, why those 20 year olds love playing the Game of Smog, which was not exciting to you. So we had this game of Hot Spa, which emerged in 1967 and it was meant to be a Jewish version of Monopoly.
It sort of converted itself, tongue in cheek. Now my memory of the game, I still have it somewhere in my apartment, in the back of a closet. I remembered it was like Monopoly, but it was funny and we played it all the time and it sort of felt like nudge, nudge, wink, wink, look at us playing Jewish Monopoly. That was sort of my take on it.
But when you read a little bit about how the game adapted itself now, however many decades later, Iâm going back and learning about it. I was a little horrified. I have now changed my thinking about Hot Spa. So the Jewish version of Monopoly had a bank, but it was called the Pushka, the kitty. Rather than going to jail, you experienced sous.
So thereâs a lot of Yiddish in the game, which I actually kind of love. But as far as you winning things or buying things or having the money to do things, players could land on squares, offering vacations in Miami or the Catskills, sleepaway camps, a nose job, a mink stole a bar mitzvah, a gold plated hoo-ha mason set joining a country club, which was not something that a lot of Jews could do at the time or a college education.
Now, as I was rereading this and thinking about this in preparation for today, what I did not have in my head was, âWait, you can roll the dice and get a nose job. And thatâs supposed to be granted.â It was aimed at Jews and Jews are playing it, but that does not sit well with Joanne in 2022.
Joanne in whatever 1970 something year who was playing this, honestly just didnât think about it very much. And so itâs interesting just even in my own personal experience that I am now not as pleased with this game as I was before. I find certain aspects of it funny and other aspects of it vaguely offensive.
Heather Cox Richardson:
Well for what itâs worth, Iâd never heard of it. And when I was looking through our notes and looking it up, I think itâs racist as hell.
Joanne Freeman:
Yeah.
Heather Cox Richardson:
I mean, I am horrified.
Joanne Freeman:
Thatâs what Iâm saying.
Heather Cox Richardson:
Iâm trying to think of what I wouldâve thought had I seen it in the 1960s. I think what it wouldâve done, I think it wouldâve made me think that Jews were totally different from me.
Joanne Freeman:
Totally different and focused on money in a different way.
Heather Cox Richardson:
Well, what jumps out to me is the less money than the cultural trappings, the mink coat and the trips to Miami or whatever it was you said. Thatâs something that was absolutely alien to Heather and Maine. And I wouldâve thought that who are these people? I wouldâve nothing at all in common with them, which is bonkers when you think about the fact that my closest friends now are Jewish, but the time it wouldâve seemed like these are somehow alien beings.
Joanne Freeman:
Thatâs what I keep going back to. So the game is reflecting postwar, American Jewish bourgeoisie, and all of these things. A mink store, then weâre ship in a country club. All of these things that Jews at that point are seeking some of which they couldnât necessarily have had before. All of these things in a sense are markers of a sort. I think Jews playing this game back in the day, wouldâve understood the meaning and humor of that, but also wouldnât have been offended at it, even though itâs a game as you put it so nicely and bluntly, Heather, it feels racist as heck.
I really landed on nose job. I mean, itâs like every cliche in the world itâs stunning to me because this is my personal experience that Iâm looking at the difference between being a kid in the â70s, the early â70s and thinking one thing and being the adult me now and thinking, âHoly smoke, how did I not see all of this?â It really shows you how games and the times can change so dramatically even in the course of a lifetime that I absorbed, whatever I was absorbing in the â70s and now I really canât swallow it.
Heather Cox Richardson:
And then there is Mystery Date.
Joanne Freeman:
Mystery Date.
Heather Cox Richardson:
Which I confess. I donât think I had heard of either-
Joanne Freeman:
Really?
Heather Cox Richardson:
⌠when you mentioned it.
Joanne Freeman:
At all?
Heather Cox Richardson:
Maybe itâs one of those things that was on the horizon somewhere. I certainly never played it. And when we were looking at what we would talk about, we were killing ourselves, laughing over Mystery Date. You played it right, Joanne?
Joanne Freeman:
I played it. I did not own it.
Heather Cox Richardson:
That just sounds like you played it in an underground. Hereâs where we go to play Mystery Date.
Joanne Freeman:
I thought you did. I think it was like a marriage and dating oriented game. And I canât imagine my parents buying it for me, but it was at friendsâ houses that I played Mystery Date. And of course I remember the theme song, which is how this came back. What game should we talk about The Game of Life Monopoly? And I say, âMystery Date.â
Heather Cox Richardson:
Thatâs exactly how it came up. Thatâs right. What is the theme again?
Joanne Freeman:
(singing).
Speaker 4:
Itâs Mystery Date, the thrilling new Milton Bradley game of romance and mystery. Thatâs just for you.
Joanne Freeman:
And thatâs the game, right? The game is again, thereâs pieces on a board. You roll die, you move around from space to space and in different spaces, you collect different accessories or outfits or something so that youâre dressing yourself up for some kind of an occasion. And then at a certain point, you open a door to see who your date is. And you pray that you have gotten dressed up in the right way so that you match whatever it is your date is planning to do.
So thereâs like a date dressed up in a tuxedo. Heâs clearly going to a formal dance. If youâre dressed up in Dudâs carrying a bowling ball, itâs not going to work out for you. And there was a formal dance date, a bowling date, a beach date, a skiing date, and a date who was known at the time as the Dud.
And so it was a game of dressing yourself up to please the guy behind the door and then failing if you didnât please him. He decided the evening and you were hoping to figure out the right things to wear so that he would be happy and you would go off and he would be your perfect Mystery Date. And kind of like with Hot Spa, thinking back to this, Iâm like, âHoly smoke. What is that game teaching me?â Right?
I never had two thoughts about the fact that, well, you got to find the right things to wear. And of course you want the best Mystery Date.
Heather Cox Richardson:
Whatâs the issue with the Dud.
Joanne Freeman:
There were versions apparently of Mystery Date because they could keep updating it with different versions of the hunky men who youâre supposed to date. I think the initial Dud was dressed up in ratty clothes and seemed kind of messy and unkempt.
Heather Cox Richardson:
Given the option, I donât want any of the formal dance, bowling beach or skiing options. So Iâm like, âSure, Iâd give a shot at the dud because the other four are out.â
Joanne Freeman:
I know.
Heather Cox Richardson:
So Iâm sitting there looking at that thinking weâre probably talking someone who goes to the library.
Joanne Freeman:
Well, I was going to meetings carrying books, if youâre carrying books Iâm going with him.
Heather Cox Richardson:
Thatâs right.
Joanne Freeman:
Yeah. Iâm not going to want to go with the⌠And all of the images, formal dance man and beach man ski man. Theyâre just the exact Ken Doll version.
Heather Cox Richardson:
It reminds me of, I donât know if you were part of this and you might have been when Russell Johnson who played the professor on Gilliganâs Island died a few years back. I got a whole bunch of underground messages from other women going, âAm I the only one who had a crush on him?â
Joanne Freeman:
No, I was not part of that.
Heather Cox Richardson:
But it does really attempt to impose on women who might not fall into the 1950s, 1960s mold a way of looking at their romantic options that is really circumscribed. If your option is the skiing date, the beach date, the bowling date of the formal date, and anybody else is a Dud. Youâre making really clear assumptions about what you think is an appropriate way for women to behave and to dress.
Joanne Freeman:
Itâs assuming itâs taking away any chance for, like, we were just saying the reading man, the professor, the whatever, there are no options other than these options. And I was certainly not the only kid playing that game and thinking I donât fit into that. I donât fit. Now, I have to say itâs worth noting that all of the dates on Mystery Date are white.
Heather Cox Richardson:
And yet look at the time, itâs released in 1965, which is right at that cusp where weâre going to go from the proper girls to the girls that are breaking all the rules. You can see here, not only the attempt to draw lines around the way women behaved, but also as this game continues to sell into the â60s and into the â70s, an attempt really to try and make sure women donât start to go with the hippie movement and to burn their bras and to all the things that are going to make them unattractive to the bowling date, the beach date, the skiing date and the formal date.
I mean, you donât have here the protests, the Vietnam War date. Although think how much fun we could have writing that.
Joanne Freeman:
Oh, itâs true. We could make up some great dates. That would be of the time.
Heather Cox Richardson:
We could totally do a historical game like that.
Joanne Freeman:
We could.
Heather Cox Richardson:
We totally could where you do the Mystery Date for each era. And the one that would jump to mind for me is every time you watch Gone with the Wind, which was the movie was produced in 1939, you look at it and you think, âWho would choose Ashley Wilkes over Rhett Butler, right?â But at the time that was what you wanted a man who didnât work with his hands, who was very culture and very mild-
Joanne Freeman:
Thoughtful.
Heather Cox Richardson:
⌠spoke and thoughtful. I didnât actually see it until I taught it in graduate school and obviously was not a huge fan. And I remember thinking, âWait a minute, Ashley Wilkes, heâs the hero?â Like-
Joanne Freeman:
I know.
Heather Cox Richardson:
That happen in the mid 1980s. So you think about the way that what society suggests is an appropriate match has changed so dramatically over time.
Joanne Freeman:
I have to add in only because I canât believe this went into my head. The early American version of Mystery Date. So obviously the desirable dates, the dance date and the ski date of the bowling gate. Those all wouldâve been very stable, settled people. There would only be a handful of careers that would be acceptable. Whatâs interesting to me about that is who wouldâve been the Dud date. And I think thatâs pretty clear that wouldâve been a person and there was even a name for it at the time.
That person was known as âa mushroom gentleman,â a mushroom gentleman was someone you didnât know where his background was. He was growing up, no roots in the dark. Who the heck was he? You didnât want to trust that person. If Mystery Date was created in 1798, the bad guy would be mushroom gentleman.
Heather Cox Richardson:
That would represent
Joanne Freeman:
Thatâs great.
Heather Cox Richardson:
Heâs not part of a community. You donât know his background. For all you know heâs a con man. Exactly.
Joanne Freeman:
But I love that.
Heather Cox Richardson:
Yeah. It kind of sums up so much in two words. We already are partly on our way to creating Mystery Date for other moments in time. History Mystery Date. Oh. Okay. So the fun of all this has been looking at how this concept of racing to beat somebody says a lot about different eras in American history in which they made those and what the ultimate goal was.
Joanne Freeman:
What do you race for?
Heather Cox Richardson:
In that kind of in a race game. Like I say, thatâs only one of the many kind of games there were, but the idea that youâre trying to beat somebody to a happy old age or to a gazillion dollars or to the beach date says a lot about America.
Joanne Freeman:
It does. And itâs just an interesting kind of mind game where every time you sit down to play Mystery Date, youâre just thinking, âWhoâs going to be, can I get the good date?â Or you sit down to play one of these other board games, Life or Monopoly, and youâre thinking, or the Mansion of Happiness I want, I get to this.
And if you grow up with that, if you grow up with every time you sit down to play a game, thatâs the ultimate goal in some part of your consciousness, that just becomes a good thing and automatically good thing.
And it really isnât going to be till youâre an adult and you start thinking about these things that you might start to undo some of the sort of autopilot assumptions that get planted in your head, like the idiotic Jingles from the â70s that will never leave my head that get planted in your head and you donât realize theyâre there until you question them.
Heather Cox Richardson:
And I always loved when we are playing board games, the anarchist whoâs like at the end of the game, âWell I won.â And the anarchist is like, âReally? I thought I won. Look, I got all the pieces that were under a half an inch high, or I got everything that was-â
Joanne Freeman:
Monopoly.
Heather Cox Richardson:
⌠I can⌠Exactly, exactly the people who really thought⌠I canât believe Iâm going to say this, but I am going to outside the box. But they were usually not the ones that were the official winners in those games, which says something about what board games do.
Joanne Freeman:
And says something about the different ways in which people can play them.
Heather Cox Richardson:
Our conversation continues for members of CAFE insider.
Joanne Freeman:
Heather and I take you behind the scenes of each episode in a special segment of Now & Then that we call backstage.
Heather Cox Richardson:
So join us backstage and get an inside. Look at the thoughts weâre wrestling with as we prep for our weekly conversations,
Joanne Freeman:
Head to cafe.com/history to join.
Heather Cox Richardson:
Thatâs cafe.com/history.
Joanne Freeman:
Thatâs it for this episode of Now & Then. If you like what we do, please rate and review the show on Apple Podcasts or wherever you get your podcasts. It makes a big difference in helping people find the show. Your hosts are Joanne Freeman and Heather Cox Richardson.
The executive producer is Tamara Sepper. The editorial producer is David Kurlander. The audio producer is Matthew Billy, the Now & Then theme music was composed by Nat Weiner. The CAFE team is Adam Waller, David Tatasciore, Sam Ozer-Staton, Noa Azulai, and Jake Kaplan. Now & Then is presented by CAFE and the Vox Media Podcast Network.