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A picture-book history describes the evolution of the popular board game through ...read more

  • School Library Journal:
  • Grades 1 - 4
  • Kirkus:
  • Ages 5 - 10
  • Booklist:
  • Grades 2 - 5
  • Publisher's Weekly:
  • Ages 5 - 9
  • TeachingBooks:*
  • Grades 3-8
  • Word Count:
  • 2,352
  • Lexile Level:
  • 930L
  • ATOS Reading Level:
  • 5.3
  • Genre:
  • Biography
  • Nonfiction
  • Picture Book
  • Year Published:
  • 2018

The following unabridged reviews are made available under license from their respective rights holders and publishers. Reviews may be used for educational purposes consistent with the fair use doctrine in your jurisdiction, and may not be reproduced or repurposed without permission from the rights holders.

Note: This section may include reviews for related titles (e.g., same author, series, or related edition).

From Cooperative Children's Book Center (CCBC)

A picture-book history describes the evolution of the popular board game through the contributions of the people involved over the years in its creation. In 1903, Elizabeth Magie created a board game called Landlord to show how unjust landlord/tenant relationships often were. She patented her game in 1904 but no toy companies were interested in buying it. People were certainly interested in playing the game, however, making handmade boards to play. Over the years, the rules and the name of the game changed. In 1932, a player named Charles Darrow made his own improvements to the game and was able to sell it to it to Parker Brothers. A patent search, however, revealed that Magie was the original inventor, although she would not end up profiting from her work. These details and more are shaped into a highly engaging story for young readers. Illustrations giving an excellent sense of the historical setting also capture the spirit of the original and current Monopoly graphics and illustrations. Back matter includes a note from the author and bibliography of sources, as well as trivia about the game and a section on Monopoly math. (Ages 8–12)

CCBC Choices 2019 © Cooperative Children's Book Center, Univ. of Wisconsin - Madison, 2019. Used with permission.

From Horn Book

January 1, 2019
Elizabeth "Lizzie" Magie developed a board game to expose unfair housing practices at the turn of the twentieth century. Charles Darrow makes the game brighter and bolder; he buys Magie out, becoming the sole proprietor of the newly named Monopoly. Stone smoothly navigates a changing cast of characters and time periods, repeatedly drawing readers in with thought-provoking questions. Salerno's mixed-media, retro-style illustrations convey a sense of the times. Bib.

(Copyright 2019 by The Horn Book, Incorporated, Boston. All rights reserved.)

From Horn Book

September 1, 2018
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 Landlord's Game based on these corrupt practices, where winners walk away rich and the remaining players lose their shirts. The Landlord's 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, there's 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? Salerno's mixed-media, retro-style illustrations convey a sense of the times, even to the point of creating black clouds over the pages describing the country's economic problems. Appended with an author's note, a list of trivia facts, and a few arithmetic problems based on the game. A real winner. betty carter

(Copyright 2018 by The Horn Book, Incorporated, Boston. All rights reserved.)

From School Library Journal

Starred review from June 1, 2018

Gr 1-4-Readers are treated to a colorful historical account of a well-known board game, and the socioeconomic factors that affected its development. In the late 1800s dynamo Elizabeth "Lizzie" Magie decided to create a game based on what she viewed as an unfair relationship between heavy-handed landlords and vulnerable renters. Magie patented the Landlord's Game in 1903, but was unable to secure the interest of large-scale producers. The history of how Magie's creation became Monopoly is as complex as its rules and variables, but here a potentially complicated narrative is told with great skill and clarity by Stone. Young readers are presented with a coherent and lucid account; any detail not relevant to the furthering of the story is omitted, including complex terminology and the personal details of Magie's life. Parker Brothers would ultimately pay Magie only $500 for the patent and would not credit her as the inventor as promised, a deal she was vocally unhappy about. Bonus material includes trivia and a math set. Salerno's vivid illustrations are kinetic and play upon the most exciting elements of the story. Characters move with fluidity, and occasional close-ups at sharp angles add interest to spreads with Charles Darrow and Mr. Monopoly. VERDICT Highly recommended for nonfiction collections.-Lauren Younger, formerly at New York Public Library

Copyright 2018 School Library Journal, LLC Used with permission.

From Kirkus

Starred review from June 1, 2018
The surprisingly complex history of one of America's favorite board games. In the early 1900s, Lizzie Magie created and patented the Landlord's Game in order to demonstrate the frequent injustices of the landlord-tenant relationship--it even had socialist alternative rules. As people began to play the game, it was adapted by players, including a business professor who called the game Monopoly. During the Great Depression, a down-on-his-luck businessman named Charles Darrow decided to handcraft and sell Monopoly boards, adding many of the design features we know today. As the success of Darrow's version of Monopoly grew, Parker Brothers took interest--only to discover that they couldn't patent it, as Lizzie Magie already had! When Parker Brothers finally gained rights to the game in 1935, Magie received relatively little compensation while Darrow made a small fortune. Stone presents the board game's messy history with ease, providing a clear, linear path to today's Monopoly without ever compromising the nuances of its invention. Direct-address narration engages children, leaving room for them to draw their own conclusions: "So who wins in this story? What do you think?" Salerno's soft, dynamic full-bleed illustrations reflect yet move beyond the aesthetics of the game and time period, making every page compelling and fresh. All illustrated people, including named figures and background characters, appear white. Backmatter includes trivia, Monopoly-related math problems, an author's note, and a bibliography.Stone delivers a winner. (Informational picture book. 5-10)

COPYRIGHT(2018) Kirkus Reviews, ALL RIGHTS RESERVED.

From Booklist

June 1, 2018
Grades 2-5 Monopoly's success as a board game boils down to the ideas and innovations of two individuals: Elizabeth Lizzie Magie and Charles Darrow?but they weren't working together. Magie, a feisty woman who cared about social justice, created the Landlord's Game in 1903, hoping to educate the public about unfair practices within the real-estate market. Roughly 30 years later, Darrow played an iteration of Magie's game and saw room for improvement?and an opportunity to make money. He skillfully marketed his polished version of the game, calling it Monopoly. Stone personalizes this story by asking readers to consider instances when they've made changes to a game's original rules. She also points out the sad irony that Magie was paid a modest sum for her game's patent, while Darrow went on to make millions. Salerno's bold illustrations heighten the drama surrounding Monopoly's development and include glimpses of early versions of the game. A final spread of trivia and Monopoly Math extends the reach of this interesting but contentious history.(Reprinted with permission of Booklist, copyright 2018, American Library Association.)

From Publisher's Weekly

May 14, 2018
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.

Pass Go and Collect $200 was selected by educational and library professionals to be included on the following state/provincial reading lists.

United States Lists (8)

Kansas

  • William Allen White Award, 2020-2021, Grades 3-5

Kentucky

  • Kentucky Bluegrass Award, 2019-2020 -- Grades 3-5

Maine

  • Maine Student Book Award, 2019-2020

New Jersey

  • Garden State Children's Book Awards, 2021 -- Non-fiction

Pennsylvania

  • Pennsylvania Young Reader's Choice Award, 2020-2021, Grades 3-6

Texas

  • Bluebonnet Award Nominees, 2020-2021, for Grades 3-6
  • Texas Topaz Nonfiction Reading List, 2020

Wisconsin

  • Battle of the Books, 2019-2020 -- Elementary Division for Grades 4-6

Steven Salerno on creating Pass Go and Collect $200:

This primary source recording with Tanya Lee Stone was created to provide readers insights directly from the book's creator into the backstory and making of this book.

Listen to this recording on TeachingBooks

Citation: Salerno, Steven. "Meet-the-Author Recording | Pass Go and Collect $200." TeachingBooks, https://library.teachingbooks.net/bookResume/t/60368. Accessed 31 January, 2025.

Tanya Lee Stone on creating Pass Go and Collect $200:

This primary source recording with Tanya Lee Stone was created to provide readers insights directly from the book's creator into the backstory and making of this book.

Listen to this recording on TeachingBooks

Citation: Stone, Tanya Lee. "Meet-the-Author Recording | Pass Go and Collect $200." TeachingBooks, https://library.teachingbooks.net/bookResume/t/60368. Accessed 31 January, 2025.

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This Book Resume for Pass Go and Collect $200 is compiled from TeachingBooks, a library of professional resources about children's and young adult books. This page may be shared for educational purposes and must include copyright information. Reviews are made available under license from their respective rights holders and publishers.

*Grade levels are determined by certified librarians utilizing editorial reviews and additional materials. Relevant age ranges vary depending on the learner, the setting, and the intended purpose of a book.

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