Anyone who dismissed the idea of a board game being unsettling needed only to pick up a copy of Nightmare , which was also known as Atmosfear and was invented by Australians Brett Clements and Philip Tanner.
The game was part of a trend in the s and '90s of games that had a VHS tape incorporated into the gameplay. Participants adopt the persona of a werewolf, poltergeist, mummy, zombie, witch, or vampire. Moving around the board—which has a graveyard motif—players collect keys with the ultimate goal of unveiling a card with their worst nightmare. Depending on your age and the ambient lighting in a room, Nightmare could deliver some genuine chills. How many board games can claim to offer simulated vampire puncture wounds?
This creative game from Hasbro and Ideal tasks players with rolling dice and turning back a clock located near a looming bloodsucker. An earlier game from Ideal, Funny Finger , instructed players to stick their finger through a wall and allow others to guess which finger is which, thus making Ideal the unlikely home of finger-related board games.
Serling was apparently contemplating legal action before realizing the game was officially licensed by CBS. For capitalism to succeed, he believed, it must be competitive. Worse yet, because people associated family game nights from youth with a board labeled Monopoly across its center, they were more or less being conditioned to appreciate the idea of such monopolies.
He resolved to create an anti-monopoly game, which he called Anti-Monopoly. The game attracted a small, enthusiastic audience with the potential for real growth. It also attracted the attention of Parker Brothers, which wanted it stopped. Anspach hired a lawyer and began looking into whether Parker Brothers was, in a moment of supreme irony, committing an antitrust violation against Anti-Monopoly.
They reasoned that a common trait of monopolies was to use legal threats to scare off competition. Depositions ensued, and though Anspach held his own against the Parker Brothers legal team, he was a teacher of modest means and they were a multimillion-dollar corporation with a lot to lose. The idea of going through with the lawsuit seemed crazy. Monopoly might, in fact, be built on a house of Chance cards.
It might be in the public domain. An elderly woman called in to the show, noting that she knew someone who played Monopoly long before the Great Depression and thus before the Darrow patent. This inspired Anspach to track down the players of pre-Darrow Monopoly and assemble an accurate history of the game.
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