Cover image for Pass go and collect $200 : the real story of how Monopoly was invented / Tanya Lee Stone ; illustrations by Steven Salerno.
Title:
Pass go and collect $200 : the real story of how Monopoly was invented / Tanya Lee Stone ; illustrations by Steven Salerno.
ISBN:
9781627791687
Edition:
First edition.
Publication Information:
New York : Henry Holt and Company, [2018]

©2018
Physical Description:
1 volume (unpaged) : colour illustrations ; 29 cm
General Note:
"Christy Ottaviano Books."
Abstract:
"A nonfiction picture book history of Monopoly, one of the world's most famous games" -- Provided by publisher.
Added Author:
Holds:
Copies:

Available:*

Copy
Library
Call Number
Material Type
Home Location
Status
1
Searching...
794 STO Book Junior Collection
Searching...

On Order

Summary

Summary

Boldness, imagination, and ruthless competition combine in Tanya Lee Stone and Steven Salerno's Pass Go and Collect $200 , a riveting picture book history of Monopoly, one of the world's most famous games.

In the late 1800s lived Lizzie Magie, a clever and charismatic woman with a strong sense of justice. Waves of urban migration drew Lizzie's attention to rising financial inequality. One day she had an idea: create a game that shows the unfairness of the landlord-tenant relationship. But game players seemed to have the most fun pretending to be wealthy landowners. Enter Charles Darrow, a marketer and salesman with a vision for transforming Lizzie's game into an exciting staple of Americanfamily entertainment. Features back matter that includes "Monopoly Math" word problems and equations. Excellent STEM connections and resources.

This title has Common Core connections.

Christy Ottaviano Books


Author Notes

Tanya Lee Stone studied English at Oberlin College and was an editor of children's nonfiction for many years. She also has a Masters Degree. She teaches writing at Champlain College. After many years as an editor. Tanya moved to Vermont and returned to writing. This award-winning author has written titles that include the young adult novel, A Bad Boy Can Be Good for a Girl, Up Close: Ella Fitzgerald , picture books Elizabeth Leads the Way, Sandy's Circus, and Who Says Women Can't Be Doctors? She has also written narrative nonfiction with her titles: Almost Astronauts: 13 Women Who Dared to Dream, and The Good, the Bad, and the Barbie. In 2014 her title, Courage Has No Color: The True Story of the Triple Nickles, made The New York Times Best Seller List.

(Bowker Author Biography)


Reviews 2

Publisher's Weekly Review

Stone (Almost Astronauts: 13 Women Who Dared to Dream) summarizes the sometimes contentious history of the ever-popular board game Monopoly. Lizzie Magie Phillips developed and patented its precursor, the Landlord's Game, in 1903 to focus attention on rising urban rents charged by monopolistic landlords. A brisk narrative pace propels the story through fact-filled and sometimes lengthy passages, explaining how players modified rules and created homemade versions of the freely shared game. When out-of-work salesman Charles Darrow marketed and sold his version, controversy ensued. Salerno's (Wild Child) lively, mixed-media illustrations carry the action forward. Large Monopoly tokens leap from colorful spreads as turn-of-the-century period dress, close-ups, and caricatures bring the story playfully to life (Darrow, oft-credited as the game's inventor, is shown speeding off in the roadster game token, Monopoly money flying from the car). Backmatter includes a list of trivia (for example: online voting in 2017 retired some tokens and added others, such as a T. rex token), a Monopoly math section, and an author note and source list. Monopoly aficionados should most appreciate this account that gives credit where credit is due and asks readers to ultimately weigh in: "So who wins in this story?" Ages 5-9. (July) © Copyright PWxyz, LLC. All rights reserved.


Horn Book Review

Clever and fair-minded, Elizabeth Lizzie Magie wants to expose the unfair practices of wealthy businessmen dominating the housing market and fleecing unsuspecting renters at the turn of the nineteenth century. To do so, she develops a board game called the Landlords Game based on these corrupt practices, where winners walk away rich and the remaining players lose their shirts. The Landlords Game quickly catches on, and players across the country make minor changes and tweak the rules for their own enjoyment. During the Great Depression, an out-of-work Charles Darrow takes the game and makes it brighter, bolder, and more appealing. He submits his design to Parker Brothers, but when they agree to purchase it, theres a snag: Elizabeth Magie holds the patent. Darrow buys Magie out for five hundred dollars, becoming the sole proprietor of his newly named Monopoly, which to date boasts over a billion players. Stone smoothly navigates through a changing cast of characters and time periods, repeatedly drawing readers in to her narrative with thought-provoking questions and even asking for judgment on the final irony: So who wins in this story? Salernos mixed-media, retro-style illustrations convey a sense of the times, even to the point of creating black clouds over the pages describing the countrys economic problems. Appended with an authors note, a list of trivia facts, and a few arithmetic problems based on the game. A real winner. betty carter (c) Copyright 2018. The Horn Book, Inc., a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.