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Zulu
(air-raid siren blares) (tense music)
(explosions booming)
[Narrator] As a Nazi bombing campaign terrorizes England...
(radio crackling)
[Announcer] A third wave of German bombers
are reportedly heading to- (radio cackling)
I repeat, a third wave- (radio cackling)
Heading towards Birmingham.
(tense music)
[Narrator] One man brings his neighbors together
to lift their spirits.
Anthony Pratt, he used to play piano
at murder mystery parties.
And he had this brilliant idea
to turn these murder mysteries
into an actual board game.
Imagine we're all at an English country house,
but something has happened.
Murder.
(laughs) We start in the gun room.
[Narrator] What begins as a way to escape the horrors
of war will one day spread far beyond the bomb shelter
to become a global sensation, selling over 150 million units,
launching a multimedia franchise
that includes a cult classic film
and leads the way for a post-war reinvention of board games.
- (dice rattling) - Ready?
(dice clatter)
- Ah! - Hey. (laughing)
In this period of tranquility,
we see the rise of mind games.
Premium squares getting bigger towards the edge.
You really start to see barriers being broken down
in terms of how you would play games.
Now, the fun begins.
The inventors of Clue, Scrabble,
and Yahtzee had one thing in common.
They believed the sense of fun could be combined
with a thinking game.
[Narrator] Three innovators who break the mold.
You got a deal.
[Narrator] To forever change the way we play.
Sold them all? Bingo.
(dramatic music)
(tiles clatter) (heavy impacts)
(dice clatter)
(pensive music)
Pre-World War II,
a lot of board games were completely mindless.
Games were really just dumbed down games
of chance for children.
There was a lot of dice rolling,
a lot of flicking a spinner, drawing cards,
that sort of thing.
Or games which required an intense level of skill
and intelligence to play.
But nothing in between.
Nothing that sort of was a bit of both, and honestly,
the country really wasn't ready for something new.
(crowd exclaiming)
[Narrator] As the Great Depression takes hold,
Americans still find fun in simple pleasures.
[Announcer] Ladies and gentlemen, are we ready?
- Yeah! - Excellent!
Excellent, we're feeling lucky.
[Narrator] Something 19-year-old,
door-to-door toy salesman Edwin Lowe is looking
to cash in on.
Lowe is an immigrant. He believes in the American dream.
Anybody can make it and anybody can be rich.
His father, a rabbi, tells him,
"If you're gonna be a successful salesman,
you need confidence and you need determination."
He's toying around down in the South
and stumbles across a community night.
[Announcer] Our next number is nine!
(players cheer) Lady Luck is in the house tonight!
And he saw this gambling-style game
that they were referring to as Beano,
and the people playing literally put beans on the board
and would yell out Beano when they had the proper number
of squares covered.
[Announcer] Do we have 23?
- [Players] No. - No! Oh, my.
So the origins of the game goes all the way back to 1530.
It is an Italian game known as Lotto.
It became very popular in Europe
and eventually made its way to America
around the 1920s or so.
Do we have eights?
- Yeah! - Oh, my God!
[Announcer] Ah.
[Narrator] Lowe thinks Beano is exactly what Americans
in the grip of the depression are looking for.
A simple game of chance, easy to learn and fun to play.
He realized instantly
that this game could be a massive hit.
He brought it back home, played it with some friends,
and in a highly serendipitous moment,
a friend of his got so excited, instead of shouting Beano,
she stood up and shouted, "Bingo!"
And the rest is history.
(tense music)
[Scott] Stumbling on the game Beano
and then rechristening it, "Bingo"
was very lucky. (phone rings)
Hello? Yeah, uh-huh.
But everything else Lowe did after this was very smart
and good, old-fashioned hard work.
[Narrator] In 1930, Lowe establishes his own toy company,
becoming the very first to mass produce Bingo cards.
[Scott] Lowe started to make Bingo an industry.
He literally had two factories and he claimed
that he was using more paper than the New York Times
to print the Bingo cards.
Thanks in large part to his ability to market the game,
Bingo took off like wildfire.
Because of the ease of producing it,
the low cost of participating in it,
and its deep acceptance in church communities,
Bingo becomes a hit during one of the darkest times
in American history.
[Narrator] As Bingo looks to be Lowe's ticket to success,
across the East River,
(birds chirping) (tense music)
another man is still looking for his ticket
out of the unemployment line.
Alfred Butts was born in Poughkeepsie, New York,
studied architecture.
He designed single family homes.
And then, the depression hit and Butts lost his job.
He didn't know what to do.
He made prints that he would try to sell.
He wrote short stories that would get rejected
and he was struggling, for sure.
(pensive music)
[Narrator] But in his downtime,
he starts noticing an interesting trend.
Just like we saw during COVID,
the board game industry blossomed
during the Great Depression.
If you don't have the money to go out,
the board game is actually a pretty good way
to pass the time.
Anytime there's any kind of economic downturn,
I think games sort of answer the call.
[Narrator] This keen observation
gets his wheels turning.
It was really a financial question for him.
He didn't have a game idea.
He decided, "I'm going to make a game to make some money.
Now, I need to think of what that game is."
He laid out the three basic kinds of board games.
Men on a board, card games, word games.
And he listed a bunch of the first two kinds
that were very popular, chess, backgammon,
checkers, bridge.
But he wasn't really seeing a hit word game
and he was right.
The only thing that really is out there is this game anagrams,
just a basic word formation game.
Players form a word and lay it down on the table
and then try to add to the words
that have already been formed to make new words,
which really wasn't very much fun.
There really wasn't a word game
that makes you wanna play it again and again,
creating a huge market opportunity.
[Player] I've got a U, what do I do with a U?
[Stefan] Butts looked at the game anagrams
and decided that the problem with it was
that it was just too hard to make words.
It looks like there's not enough vowels there.
[Narrator] Then it hits him.
He can make an improved version of anagrams.
And this was a guy that had a very organized,
mathematical, almost computer-like mind.
He recognized we use more of certain letters
than other letters in word formation
that what you needed was for the pieces
to reflect the English language.
[Narrator] For more insight,
he remembers an obscure story he's recently read.
(tense music)
So Edgar Allan Poe, in his short story, "The Gold-Bug",
there's a sequence where a character's trying
to break a code and Poe lists the letters of the alphabet
in the order of their frequency in the English language
to help solve that code.
"Now, in English, the letter
which most frequently occurs is E.
Afterwards, succession runs A, O, I, D."
[Stefan] He sensed, this isn't exactly right,
and if I can figure out the correct frequencies
of letters in the English language-
- Figured it out.
That'll make my anagrams spinoff more fun.
[Narrator] But he has his work cut out for him.
Counting how many times letters appear in words
in 1930 is a really daunting task.
Today, you could go do a search for a letter and instantly,
you are told there's 50 S's in this essay.
He can't do that.
He has to literally count those S's one by one.
[Narrator] While Butts takes on
a seemingly insurmountable challenge,
Edwin Lowe is about to experience one of his own.
Good evening.
Unfortunately, with success comes imitation.
And the market's flooded with a bunch
of imitation Bingo cards.
[Lowe] What's this?
The problem with Bingo was it's very easy
to print Bingo cards.
You might have a special look for your game,
you might have a special name, but without a trademark,
you don't have the ability to protect it.
It was not something that he was gonna be able
to continue making money on year after year,
decade after decade.
[Narrator] As easily as he first found Bingo,
Lowe is now in danger of losing it.
I sell Bingo, no one else!
[Narrator] In 1931,
Alfred Butts can't create his new word game
without answering an unprecedented question.
How often do we use each letter of the alphabet?
Alfred was a super meticulous guy.
The idea of just guessing was not gonna be enough for him.
The way that you amass data about language is
by aggregating text and it was hard to do
because computers didn't exist.
So he starts by counting the letters in the newspaper
and building this gigantic database,
and he's doing it day in, day out
for weeks and weeks and months,
literally just counting word by word.
It was a pretty intensive process.
Dozens of spreadsheets with these tick marks
and boxes and charts,
and that was how he calculated the way
that language is used by us.
[Narrator] After two years of intense research,
he finally gives his new game a name.
Lexiko.
Not only is Lexiko an odd name,
it's even an odd name to look at.
It's L-E-X-I-K-O.
It sounds like a delicious Greek dish with feta cheese.
So Lexiko, the idea was you have the tiles.
There is no board, it was really just anagrams.
[Narrator] The objective, make as many words as possible
from 100 tiles.
He created a point system
and gave some of the tiles extra value.
[Narrator] The less common the letter,
the higher the points.
Butts made the pieces for Lexiko in his apartment.
(saw whirring)
And sawed and cut,
pieced and glued.
He put the letters on these little wooden squares.
(tense music)
In 1934, he was selling a few dozen sets a month
at $1.50 each.
This was not a successful game and it was not a money maker.
So he did send letters and samples of Lexiko
to Parker Brothers and Milton Bradley and they rejected it.
They just didn't feel that a game that crossed the barrier
between children and adult audiences,
play and strategy, could be a success.
When you go to play a board game,
you either want your brain on or your brain off.
And a lot of times, people wanted their brain off
in the early part of the 20th century.
Big game companies rejected Lexiko 'cause it was boring
and Butts realized the game needed to be tweaked
to make it more fun.
(tense music)
[Narrator] At the same time,
Ed Lowe is fighting his own losing battle.
Despite Bingo's success,
Lowe is not able to trademark or copyright this game.
He hires up to like, 40 different lawyers trying
to get the rights to Bingo.
Just find another law firm then.
Unfortunately, it was not a truly original idea.
The basic game was already so widely played.
[Narrator] As soon as he has a huge hit
on his hands, it's gone
and Lowe is forced to search for another one.
As an independent game designer,
you were looking for that one big hit
that was gonna make you rich.
And this drives him to want to find another game
that he can get the rights to.
[Narrator] But stumbling upon Bingo
was like capturing lightning in a bottle.
Doing it twice will be next to impossible.
(pensive music)
Four years later and five miles away,
Alfred Butts is also back at square one
until another word game catches his eye.
Crossword puzzles were hugely popular.
They were in every newspaper
and that certainly informed his thinking.
[Narrator] Most importantly,
they inspire a design breakthrough.
The playing board.
The board changes everything just design-wise.
You take the very familiar crossword
and you put it into a board form.
"I get it, I see it, I can market it."
[Narrator] And another simple addition transforms the game
into something fun.
He came up with the idea to create bonus squares.
Premium squares getting bigger
as you move towards the edge.
That added a whole new element of excitement.
You're like, okay, I can go there, I can go there.
I can go up and I can go down.
And then someone takes the spot
and then just ruins my brilliant, 5,000-point word.
[Narrator] The premium squares turn the board
from a crossword puzzle into a battlefield.
That really makes it a strategy game.
You can actually think through,
"What's gonna make me the most points?"
It goes from a game that's just about,
"Check out my big brain and my big words,"
to strategy, to outmaneuvering your opponent.
Butts didn't know what to call his new game.
He called it "It"
because he just couldn't come up with anything.
And then he finally settled on "Criss-Cross Words".
Another firecracker of a name!
Criss-Cross Words.
And if you haven't heard of that game,
it's 'cause that name is terrible.
[Narrator] The concept is groundbreaking,
but unfortunately for Alfred Butts,
selling this version isn't any easier.
Criss-Cross Words was a lot like Lexiko
in that games companies rejected it.
By the early 1940s, Butts didn't make or sell many copies,
about 100 in all.
I think he was disappointed with rejection
and failure again, and so he got a job.
He didn't need this to be his life's work.
[Narrator] By the outbreak of World War II,
Butts puts his game on the back burner.
While across the pond,
(air-raid siren blares) (tense music)
Anthony Pratt turns to games to escape the horrors
of the Nazi's blitz bombing campaign.
On April 9th, 1941,
there was a massive raid on Birmingham.
(intense music)
And that was the last straw from his point of view.
He just decided, "To hell with the war.
I'm going to create a game."
What's on your mind?
Anthony Pratt, pre-World War II,
he was a pianist and was often entertainment
for these murder mystery parties.
The guest asks questions
and see if they could fur it out which one was the murderer.
He remembers that people loved playing that murder game.
Why can't he do a version
where people could play it at home?
How do I put the amazing parlor game experience
into a box?
But in terms of putting it into a box, selling it,
marketing it, and distributing it to the masses,
Anthony Pratt doesn't have...
a clue.
(tense music)
A clue. (tense mu)
[Narrator] As millions take shelter
across England during World War II,
Anthony Pratt wrestles with how to deliver the magic
of a murder mystery party in a simple board game.
Nothing like this has really been done
in a board game before.
Pratt comes in and he doesn't care.
He's like, "I have a vision.
I wanna bring fun back and I think I can make it happen."
[Narrator] For inspiration, Pratt steals a page
from his favorite author.
At this time, especially in England,
the murder mysteries of Agatha Christie
and her detectives, Hercule Poirot and Miss Marple,
have taken the nation's imagination by storm.
Anthony Pratt was steeped in this culture,
so he started with the iconic archetypes
of a British murder mystery.
So you've got the colonel, the professor, the femme fatale,
the rich entitled person, and then the servant.
[Narrator] Then he places the characters
in the perfect setting.
His wife recommended the floor plan
of a mansion be the layout of the game board.
This fabulous, gothic, mystery mansion that pulls on
all of the tropes of the very popular
mystery novels at the time.
[Philip] And then she actually rendered it for him.
Oh, wow.
And so that was the starting for the physical appearance
of the game.
[Narrator] Elva Pratt's mansion adds crime scenes
for the potential murders
and their weapons of choice soon follow.
They had different weapons than we are used to now,
like hypodermic needles.
Poison, a bomb,
a fireplace poker,
a walking stick, like hit someone over the head with,
and then some of the weapons that we all know today.
(gun fires)
But the big problem that Anthony Pratt faced was,
how do you create a murder mystery game
with a different outcome every time?
[Narrator] His simple solution is revolutionary.
He and his wife were both passionate bridge players
and it quickly dawned on him
that he could achieve random solutions
if you relied on cards.
You take one card out of the pile of suspects,
out of the pile of weapons, and out of the pile of rooms.
Those are tucked away and hidden,
and that became known as the missing card mechanic.
The card removal and the missing information.
Today, that is a critical element in many,
many deduction games.
The actual mechanics of Clue is a math puzzle.
What information do you know that other people don't know?
And he did that in such a simple,
wonderful way that I'm still kind of in awe of it.
[Narrator] The mechanics are innovative,
but the unique, immersive narrative
makes the game come alive.
I think narrative makes you forget that there are rules
and cards and math, and instead you are on an adventure.
A social experience in a board game
that also has some pretty intense logical reasoning
is a beautiful combination that we just have not seen.
It's one of the first games where you are asked to roleplay
and by having these rooms and these characters,
you're immediately sort of immersed
into a novel or a TV show.
And even as a kid, I felt like I was someplace else.
I've got the perfect name for it.
Murder.
(both laugh)
[Narrator] While Pratt believes he has a new,
hit game on his hands,
(tense music)
Ed Lowe is still searching for his,
doing whatever he can to keep his company afloat.
He develops a pretty successful business
during World War II,
selling mini games that could be shipped
to soldiers on the front lines.
They're not new inventions, they're the old favorites.
The one thing that is missing is really something
that is new and different and unique,
and that is still the thing that Lowe is chasing.
(pensive music)
[Narrator] As the war nears its end,
Anthony Pratt feels the time is right
to pitch his game to the leading British game manufacturer.
It's set in a beautiful, English country house.
Waddington's, in the 1940s,
was one of England's leading printers,
thanks to the relationship
with the great American game company, Parker Brothers.
And Norman Watson was the key decision maker
at the John Waddington Company when it came to new games.
Anthony Pratt goes in, and it's his first time designing.
He's got one game,
he's talking to the number one publisher in the UK.
It's daunting.
And now, the fun begins.
From the game designer perspective,
you were trying to figure out a way
to convince them to take your game.
Mrs. Silver,
in the gun room,
with the bomb.
(tense music)
Mrs. Silver in the gun room with the bomb.
(Watson chuckles)
And he sells it, so, good for him.
Watson really liked the game,
but he did not like its name.
"Murder" doesn't really fly.
It's a hard thing to sell to children.
[Narrator] Watson changes the name to Cluedo.
They combined the word clue with Ludo,
the name of the English version of Pachisi,
which in Latin meant, "I play."
[Narrator] And he insists on a few other changes as well.
[Adam] When Pratt was developing the game,
he had 11 rooms, 10 suspects, and 9 weapons.
In the finished game,
there are 9 rooms, and 6 weapons, and 6 suspects.
They changed the weapons to be more household items,
things like a lead pipe or a candlestick
as opposed to a syringe or a bomb.
I think switching to the final six items
really embodies the murder mystery
and you can see the person grabbing the lead pipe
in the kitchen or taking the candlestick
from on top of the mantle.
There is, however, a hiccup in this success story.
Because of rationing during the war,
Waddington's doesn't have enough cardboard
to produce the game board for Cluedo.
[Narrator] The setback puts the future of the game
on hold indefinitely.
(dramatic music)
(tense music)
(tiles clatter)
[Narrator] By 1949, Alfred Butts believes the world
has forgotten his word game,
until a stranger shows up at his house unexpectedly.
James Brunot was living in Connecticut on a farm
where he raised sheep and he wanted to start a business
that could keep him in the country.
He was given a copy of Criss-Cross Words,
played the game and liked it.
[Narrator] Brunot believes this is the opportunity
he's been looking for.
He makes Butts an offer.
The rights to the game in exchange
for royalties on each set sold.
Alfred was relieved with an offer to take the game over
and try to sell it.
Where Butts was more of a creator,
Brunot was a businessman.
And Brunot didn't like the name Criss-Cross Words.
He wanted something that was sort of flashier.
[Narrator] From that day forward,
the game becomes known as Scrabble.
Scrabble actually is a real word.
It means to grope frantically,
and in point of fact, is worth 14 points.
He liked how "scrabble" related to the game,
fishing through a bag of letters.
He also liked the fact that it wasn't trademarked.
[Narrator] With a new name,
Brunot believes he can make it a success
and decides to publish the game himself.
Meanwhile, in England,
Anthony Pratt spends four anxious years waiting
for cardboard rationing to end and his game to be published.
The feeling was, perhaps within a year
to a year and a half, but with an indefinite timetable,
heaven knows how much longer before rationing was lifted.
[Narrator] Finally, in 1949,
Norman Watson figures out a workaround.
Norman packaged up a prototype and sent it off
to Parker Brothers.
While it's still impossible to print a board game
in England, the United States is open for business.
But Parker Brothers is reluctant
to sell a game about murder.
- How you doing? - Hello, Anthony.
- It's good to see you. - You too.
So, this is what's gonna be going out in the US.
"Clue"?
[Norman] It's a bit clearer of what it is.
First, they simplified the name to Clue.
Furthermore, they never called the outcome
of the game a murder, they called it, "the act."
Where's Reverend Green? Why change his name?
A character like Reverend Green,
it wouldn't really jive with American culture
because someone of religion to be a murderer was unheard of.
So they changed him to Mr. Green.
That was sufficient for them to take a deep breath
and put it on the market.
[Narrator] Released in 1949,
Clue's US sales figures immediately surpassed
Parker Brothers' expectations.
During times of challenge, people wanted distraction.
(rising dramatic music)
Whereas when times were good, they welcomed a challenge.
They welcomed a bit of an intellectual pursuit.
And it is in post-war America,
in this period of peace and tranquility,
that we see the rise of mind games.
All of the games that followed really capitalized on this
and showed that America could handle more interesting,
more complex games than you had seen before for the family.
In that first year, 1949, they probably sold 25,000.
Now, 25,000 was eye-opening and caused Norman Watson
to publish Clue immediately.
That meant Watson had to take cardboard away
from other games,
but the American success made him confident
that this was a good decision.
[Narrator] As Clue quickly gains popularity
on both sides of the Atlantic,
James Brunot goes all in on Scrabble.
(phone ringing) (tense music)
[Brunot] Hello?
Brunot manufactured the game at a barn
on his property in Connecticut.
He hired local workers to cut the tiles.
The Scrabble tiles were made from Bavarian maple
from the Black Forest in Germany,
and that was a very specific choice
because it had a really smooth, very specific feel.
Brunot made some really important cosmetic changes.
He gave each of the premium score squares distinctive colors
and created those starbursts around each of the squares,
which added a sort of exploding dynamic.
Well, I'd appreciate it if we could get it into your store.
I mean...
Okay.
[Narrator] But even with these upgrades,
Scrabble fails to dazzle buyers.
Yeah, I'm okay.
For Christmas, maybe.
He wasn't making any money selling Scrabble.
We're talking about a few thousand sets a year
between 1949 and 1951.
Okay.
(phone thuds)
(Brunot sighs)
[Narrator] Meanwhile, Clue's meteoric rise
leads Waddington's Norman Watson
to make a brazen business move.
We want to buy you out.
(dramatic music)
Anthony Pratt was offered 5,000 British pounds
in return for the international rights of Cluedo.
For Pratt and his wife, 5,000 pounds was a godsend.
(Pratt laughs)
5,000 pounds in 1953 would be about $220,000 today.
New father, new child, big paycheck.
Pretty hard to say no to.
You got a deal.
[Watson] Excellent.
In the moment,
it probably looked like a pretty darn good deal
to Anthony Pratt.
He did not know that the game was a runaway hit
and he certainly had no way of knowing what would happen
to it in the future.
And from that point on,
Anthony Pratt was caught in the sidelines,
watching the game soar to even greater heights
during the remainder of his life.
- (glasses clink) - Cheers.
[Narrator] While a naive Pratt loses Clue,
(seagulls calling) (pensive music)
a determined Ed Lowe remains simply empty-handed.
After Ed Lowe popularized Bingo,
he went through a long period of time
without another really notable success.
You can make a million chess sets,
but it's Monopoly that puts your name on the map.
And so he was constantly on the hunt for the game
that he owned, that was associated with his name.
(determined music)
And eventually, he found it in a very unusual place.
(dice clatter)
Yahtzee!
(seagulls calling) (tense music)
[Narrator] By the mid 1950s,
it seems Ed Lowe's decades-long search
for a new game might finally be over.
The story goes that Edwin Lowe was hanging out
with the upper crust and he sees these people
that own a yacht.
(dice rattling)
And they were playing a slightly odd dice game.
(dice rattling)
- Ah, that's it! - That's good.
Thank you, that's good.
What do you call that game you're playing there?
And the couple says,
"We have a delightful game that we have invented."
You have a handful of dice, you roll them,
and whoever has the highest score wins.
Once again, Ed Lowe saw an opportunity
and made an offer, so the story goes,
to these millionaires to purchase the rights
for the game and publish it.
Then you go again.
And so Lowe has found his next big hit,
which the couple had called the yacht game.
(players laugh)
[Narrator] But versions of the yacht game have been played
across the world for decades.
Very similar to Bingo, there were a lot of precursors.
There were games that were very similar,
played with five dice, had the re-roll rule,
had categories of scoring.
They go by many names.
Poker dice, poke, generalia,
yam, crag, balut, and my personal favorite, cheerio.
(dice rattling)
And so this couple goes off into the great unknown,
is never heard of again, and for that matter,
there's no evidence that this story is based on fact.
Whether it's true or not,
the story of how Ed Lowe got the rights absolutely echoes
the story behind Bingo.
All right, let's play.
(dice rattling) Ready?
(dice clatter) Ah! Hey.
[Narrator] But this time around, Lowe is much more savvy.
So just like Bingo, he needed a catchy name.
Unlike Bingo, he needed to retain the rights.
Instead of calling it the yacht game,
he would call it Yahtzee.
(dice clatter) (players exclaim)
By changing it to Yahtzee, he's able to own that trademark.
So I give you these scorecards.
This is just a prototype.
And even though the game was, in truth,
remarkably similar to games that came before it,
it was his game.
[Lowe] So you write your score down and end your turn.
Anyone can make a game with five dice.
No one else can make a game called Yahtzee.
(dramatic music)
[Narrator] Lowe also adds a cup
and cleverly, replenishable scorecards.
The Yahtzee scorecard was the one thing
that consumers really couldn't make themselves.
So that was another revenue stream for E.S. Lowe.
[Narrator] But the real stroke of genius
comes from the big moment when all five dice
land on the same number.
You have to yell the word Yahtzee when you get a Yahtzee,
because he saw how powerful that was in Bingo.
It's energetic, and excitind, and triumphant,
and an absolutely magical moment
that makes people wanna play again and again.
[Scott] He is so proud of it that he puts his face
on the front of the box.
[Narrator] Unfortunately, it doesn't help sell the game.
The launch of Yahtzee was abysmal
and a big part of it was, it is hard to describe.
Yahtzee, as straightforward as we may look at it today,
was somewhat complex for the time that it was coming out.
Lowe is like, "I know this game is gonna be huge,
but I've gotta find a better way to spread the word
and let people know."
(sheep bleating) (tense music)
[Narrator] Meanwhile, on his sheep farm,
James Brunot has spent four years struggling
to sell Scrabble.
[Stefan] Brunot is getting orders
for about 200 boards a week.
[Worker] Look at this.
[Narrator] Then, something unexpected happens.
[Brunot] Macy's?
(intense music)
More?
He and his wife go off to Kentucky
for his sheep business.
And when he gets home, he was expecting another 200 orders.
[James] Oh, my God.
Suddenly, Scrabble gets thousands
and thousands of orders.
What happened?
(Brunot sighs)
(tense music)
[Narrator] After three years of failure...
[Brunot] Macy's?
[Narrator] Scrabble's sudden explosion
in popularity is a complete mystery to James Brunot.
Macy's putting in this big order
changed the course of the game.
The most plausible theory is that the chairman of Macy's,
Jack Straus, had played Scrabble on vacation on Long Island,
came back to New York and ordered his sales force
to order Scrabble.
Oh, my God. (chuckles)
This was one of the biggest department stores in America.
So when Macy's put in a big order, everybody followed.
[Narrator] In 1952, Scrabble hits Macy's shelves
across the country.
Scrabble immediately exploded.
There was a big profile of James Brunot in Life Magazine.
It was in newspapers, on television.
Celebrities were playing Scrabble.
In 1953, the game sold more than a million copies.
By 1954, it sold almost 4 million.
The American games industry had never seen
anything like that before.
[Narrator] After years of receiving small royalty checks
from Brunot, Butts is shocked when he receives his next one.
Now, picture that.
You've created this game in the heart of the depression.
It didn't sell. You forget about it.
Occasionally, you get a little check.
You open an envelope and it's 81 grand!
That's actually a million dollars in today's money.
(dramatic music)
[Narrator] As Scrabble takes its rightful place
at the top of the board games market,
Yahtzee still hasn't taken off,
but Lowe refuses to give up.
He quickly understood that in order to sell this game,
he had to get the dice in the hands of people.
That's when Lowe ended up throwing Yahtzee parties.
He would provide the games and get people to play.
By encouraging Yahtzee parties,
Lowe was able to introduce more and more people
to an entirely new kind of game.
He felt that if you played Yahtzee,
then you would like it and tell your friends.
So he stuck to his guns
and kept promoting it, and kept promoting it.
And he was smart to bet on a game like Yahtzee.
(tense music)
Where's the rest?
[Narrator] After three years...
You sold them all?
[Narrator] Lowe's perseverance finally pays off.
The floodgates open on Yahtzee sales.
Yahtzee, once he figured out how to market it,
became, for its time,
the largest selling game in America at 9 million units,
which is more than double what Monopoly
and Scrabble were at their peak.
Bingo. (chuckles)
[Narrator] Yahtzee, Clue, and Scrabble opened the door
for decades of board game innovation.
You have to look at this period as absolutely crucial
to what the industry is today.
A whole new space opened up that was revolutionary.
Board games just continued evolving,
and let people show their prowess intellectually.
[Narrator] After 1953, Alfred Butts comfortably retires,
while Scrabble becomes one of the first
competitive board games,
selling 150 million sets in 29 different languages
across 121 countries.
Alfred Butts created the word game.
It spawned a culture of competitive players
that rivals chess and belongs
in the pantheon of board games.
[Narrator] Though Anthony Pratt lives out the rest
of his life in obscurity, Clue's legacy is anything but,
selling over 150 million units in 40 different countries
and inspiring endless variations.
Clue really changed what a game could be.
It's a great injustice
that Anthony Pratt isn't remembered for Clue.
Pratt's reputation is mounting today
because for the first time,
people are venerating him as the inventor
of one of the most ingenious games of all time.
[Narrator] And with Yahtzee as his crown jewel,
Ed Lowe cements his place in toy history,
selling his empire to Milton Bradley
for $23 million in 1972,
nearly 170 million today.
Three very different games,
three very different inventors,
but all have left a lasting mark on play
that resonates today.
The rise of the mind game gave way
to an unbelievable genre.
And whether you go to an escape room
or are playing a video game with a long story,
you are immersed in a game that was all played up here.
(dramatic music)
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