Scrabble, as chronicled by Stefan Fatsis in his tome Word Freak, was the 1938 brainchild of Alfred Mosher Butts, who built his game off of a previous game he had invented called Lexiko.
The boredom of unemployment helped fuel Butts. "Well, I wasn't doing anything," Butts later recalled. "That's the trouble. I didn't have anything to do; I didn't have a job. So I thought I'd invent a game."
Sales numbers at places like the newly opened F.A.O. Schwarz, may not have reflected the game trend's whole picture. If a family couldn’t afford a store-bought Monopoly or Scrabble board, it was possible to take a look at a neighbor’s and make a bootleg copy, as countless families did with Monopoly, often localizing the properties to reflect their respective communities. Even more budget-friendly games flourished at the time, as well, like bridge, canasta and pinochle, which required far less equipment, in some cases merely a pack of playing cards. Jigsaw puzzles and miniature golf reigned, as well.
Parker Brothers and Milton Bradley, longstanding New England rivals, also used the 1930s to breathe new life into versions of older games in their catalog, like the Game of Life and Chutes and Ladders. Other efforts proved less memorable. (A game of Wahoo, anyone?)
Manufacturing of the games also shifted. Sorry!, a commercial version of the ancient game of pachisi, hit American game shelves in 1934 by way of Waddington’s, a British company that would later unleash Clue on the world. While today’s versions of Sorry! are typically sold in long, slender boxes with plastic pawns, the American version that Parker Brothers sold is a more economical version in a small box with wooden tokens, less paper to print at a lower cost and a product better suited to last.
The 2008 financial crisis also bumped game sales.
More than 70 years later, the board game world experienced another renaissance, even as it faced stiffer competition from video and mobile games. In 2008, the financial crisis plunged and toy sales declined three percent that year, according to NPD Group Inc. But board game sales rose by six percent in 2008, one of only a handful of indicators (other than debt) that was up. Many of the titles leading the charge were stalwarts, like Monopoly and Trivial Pursuit, but other, new games like Settlers of Catan emerged as recession-era retail triumphs.
While some of the same forces at play in the 1930s remain, in recent times a desire to avoid screens has spurred board game sales.
"Catan has benefited from a growing desire to interact and socialize away from screens,” Guido Teuber, managing director of Catan told CNBC. “Specifically, Catan is a game in which players are always involved. There is no downtime.”
Then and now, board games represent an escapist fantasy of sorts, a form of role-playing that allow people to do things in one arena that they may not be able to do in reality, be that swapping real estate or channeling the role of a pioneering settler.
Monopoly’s marketing in the 1930s represented similar magical thinking. In its promotion of the game, Parker Brothers told the Horatio Alger tale of Charles B. Darrow, a man who was unemployed and ginned up the game to try and brighten his family’s spirits in dark times. Selling the game made him a millionaire.
Monopoly's original inventor was overlooked.