(22/41: 1883) GEORGE PARKER
A Hundred Games Before the Empire
In 1883, a sixteen-year-old boy in Salem, Massachusetts spent forty dollars printing five hundred copies of a card game called Banking. He sold four hundred eighty-eight of them, pocketed a hundred dollars in profit, and founded a company. Fifty-two years and over a hundred personal game designs later, that company’s name would appear on the most commercially successful board game in history — a game George Swinnerton Parker did not design.
This is the paradox of Parker’s legacy. He was a prolific game designer who built a publishing empire so large it swallowed his design career whole. Say “Parker Brothers” and people think of Monopoly, Clue, Risk — none of which Parker designed. His personal creations number over a hundred, most of them forgotten, buried under the brand he built to house them. History remembers the publisher. The methodology measures the designer.
The Rebellion of Fun
George Parker entered a market dominated by moral instruction. In the 1880s, American board games were Sunday school in a box — The Checkered Game of Life taught children that Intemperance led to Ruin, that Industry led to Wealth, that every roll of the dice carried a sermon. Milton Bradley believed games existed to build character. The entire industry agreed.
Parker disagreed. Banking was a financial speculation game — players borrowed money, took risks, and won or lost on market forces. No moral lesson. No punishment for vice. The game existed to be played, not to instruct. At sixteen, George Parker had articulated a design philosophy that wouldn’t become industry consensus for another half century: games should be fun first, and fun only needs to justify itself.
This was not a mechanical innovation. It was a philosophical one. Parker didn’t invent new mechanisms — he liberated existing ones from the obligation to teach. Card games could be about speculation instead of scripture. Board games could be about adventure instead of virtue. The shift sounds obvious now because Parker won the argument so completely that his opponents vanished from memory.
The Cannons Before Wells
In 1897, as tensions between the United States and Spain escalated toward war, Parker designed War in Cuba — an action game in which players fired wooden bullets at die-cut soldiers using hand-held spring-loaded cannons. The game hit parlor tables before the actual war began. When the USS Maine exploded in Havana Harbor and America went to war, Parker was ready with three more: Battle of Manila, Siege of Havana, and The Philippine War, all released in 1898. The Blockade Runner followed in 1899.
These four box war games with miniature cannons and soldiers predate H.G. Wells’s Little Wars by fifteen years. The Strong National Museum of Play documents them as action-based games with physical projectile mechanics — spring-loaded cannons, wooden ammunition, die-cut military figures on illustrated battle scenes. The surface resemblance to Wells is striking.
But the resemblance is surface only. Parker’s war games were dexterity novelties — aim, fire, knock over targets. Wells’s Little Wars was a systematic rulebook with phase structure, measured movement, points-based army balancing, campaign scoring, and documented iterative design. Parker made toy cannons that shot. Wells made a rules framework that became a hobby. No historical evidence links Parker’s games to Wells or to the subsequent miniature wargaming tradition. They appear to be independent parallel developments — one a commercial entertainment product, the other the foundation of a new design space.
The historical footnote is fascinating. The causal link doesn’t exist.
Rook and the Art of the Simple Game
Parker’s most enduring personal design arrived in 1906. Rook, co-designed with his wife Grace, replaced standard playing card suits and face cards with numbered cards in four colors and a single special card — the Rook bird. The design targeted religious communities, particularly Mennonites and other groups who considered standard playing cards sinful. By removing the associations with gambling, Parker opened an entire market that had been locked out of card gaming.
Rook became the best-selling card game in the country. It has been continuously published for over a hundred and twenty years. The trick-taking mechanics are clean, the bidding system is straightforward, and the Rook card — worth twenty points and always assigned to the winning bidder’s team — adds a layer of strategic risk that elevates the game above its simple structure. In the American South and Midwest, Rook night is a cultural institution that has survived three centuries of change.
The design reveals Parker’s real strength: identifying a market need and building the simplest possible game to fill it. Not deep architecture. Not mechanical innovation. Accessibility as craft. The game does exactly what it needs to do, nothing more, and has outlasted virtually everything published in its decade.
The Developer’s Hand
In March 1935, Parker Brothers acquired a game called Monopoly from an inventor named Charles Darrow. George Parker was sixty-nine years old and the company’s final authority on every game considered for publication. He personally rewrote the rules.
Parker’s editorial hand is documented: he added the short-game rules and time-limit options that made Monopoly practical for actual play sessions. He adjusted Income Tax from three hundred dollars or ten percent down to two hundred or ten percent. He specified visual design elements — the gold ring on the Luxury Tax space, property values printed directly on board spaces. These are development choices, not design choices, but they shaped how the world actually plays the game.
Monopoly was not Parker’s design. Lizzie Magie created The Landlord’s Game in 1903. Darrow developed the version Parker Brothers purchased. But Parker’s development work made the published product playable, and his company turned it into the most commercially successful board game in history — two hundred seventy-five million copies sold across a hundred fourteen countries. The designer gets no credit here. The methodology measures what you designed, not what you polished.
A Hundred Games in the Dark
The historical record is frustratingly incomplete. Sources confirm George Parker personally designed over a hundred games during his career, but only a fraction have surviving documentation: Banking (1883), The Dickens Game (1885), Ivanhoe (1885), Speculation (1885), Great Battlefields (1885), Innocence Abroad (1890), the war game series (1897–1899), Klondike (circa 1897), Rook (1906). The remaining ninety-odd titles exist as catalog entries, faded box lids, and archival references — real games by a real designer, but too distant to evaluate in detail.
What the surviving work reveals is consistency over depth. Parker’s designs are card games, board games, and action games — three distinct formats, all pitched at accessibility. His rules-writing was reportedly so clean it needed no editing decades after composition. His topical approach — Klondike for the Gold Rush, the war games for the Spanish-American War, Innocence Abroad for Mark Twain — shows a designer who understood that theme sells and that the fastest path to a player’s attention is through the morning newspaper.
But none of these games demonstrate deep mechanical systems. Parker worked in simple structures. His craft was in the clarity of the rules, the sharpness of the theme, and the rightness of the market fit. That is a real design skill — and one that most designers undervalue — but it sits at a different altitude than the system-builders who scored higher on this list.
The Scoring Case
Invention (5): “It was out there, this person implemented it”
Parker’s philosophical breakthrough — entertainment over moral instruction — was genuinely ahead of the American market in 1883. But it is a publishing philosophy, not a game mechanism. His actual mechanics operated within existing formats: card games, board games, dexterity games. The 1898 war games with spring-loaded cannons are inventive as physical objects but were abandoned by every subsequent designer. Event-based topical themes were a smart commercial strategy, not a mechanical innovation. Rook’s market-fit insight (card games without face cards for religious communities) opened a new audience but did not create new design space. Solid implementation of emerging ideas about what games could be. Not 6 because the innovations are philosophical and commercial rather than mechanical. Not 4 because the entertainment-first shift was genuinely ahead of the field, not merely a twist on existing work.
Architecture (5): “It works”
Parker’s games achieve their design goals cleanly. Rook is a functional trick-taking game that has survived a hundred twenty years. Banking works as a financial card game. The war games work as action-dexterity entertainment. But none demonstrate deep interlocking subsystems, hidden depth, or extensibility. These are intentionally simple games that do simple well. No evidence that other designers studied or built upon his structural approaches. The rules are clean, the scope is narrow, the replay comes from social context rather than mechanical depth. Not 6 because the scope is limited and no subsystems reward extended analysis. Not 4 because the designs are polished and functional, not rough or needing interpretation.
Mastery (6): “Competent professional, moments of real craft”
Over a hundred solo-designed games across fifty years of active work. A recognizable design voice: accessible, topical, entertainment-first. Visible evolution from simple card games (1883) through action-dexterity games (1898) to the refined market-fit design of Rook (1906) and editorial development work on Monopoly (1935). His rules-writing craft was reportedly exceptional — clear, complete, and durable. But the games themselves stay within simple structures by intention. The mastery is in accessibility and market fit rather than mechanical depth. One or two designs (Rook, Banking) demonstrate genuine craft; the rest are solid professional work in an era before game design had a professional vocabulary. Not 7 because the depth of the body of work stays shallow by design — no complex systems, no visible mechanical evolution across the career. Not 5 because the volume, longevity, and identifiable voice exceed “steady hand” — this is a designer with a clear philosophy refined over decades.
Adjustments — +6
- ■ Longevity 20+ years (+2): Active design career from 1883 to at least 1935. Fifty-two years of published game design work.
- ■ Full-time career (+1): Parker Brothers was his primary profession and livelihood from age sixteen onward.
- ■ Awards (+1): Toy Industry Hall of Fame (1986, posthumous).
- ■ Branded name (+0): Non-gamers recognize Monopoly and Parker Brothers, but Parker did not design Monopoly. His personal designs (Rook, Banking) are well-known in some communities but do not pass the broad grandmother test.
- ■ Cross-genre success (+1): Card games (Rook, Banking, Speculation), board games (Innocence Abroad, Klondike), and action-dexterity games (the 1898 war game series). Three distinct formats with published designs in each.
- ■ Commercial success (+1): Rook has been continuously published since 1906, was the best-selling card game in the country at its peak. Over one hundred twenty years of retail sales, $10M+ lifetime revenue is virtually certain.
- ■ Design propagation (+0): No evidence that other designers demonstrably copied Parker’s specific game-design approaches. The 1898 war games were a mechanical dead end. His entertainment-first philosophy influenced the industry broadly, but the methodology requires documented adoption of design approach, not philosophy.
- ■ Field stewardship (+0): Parker built one of the most important game publishing companies in history, but that is publishing, not design stewardship. No documented mentorship programs, advocacy initiatives, or field-building beyond running his business. Grading on design contribution, not business contribution.
The Hidden Pattern
George Parker was the first American game auteur. Before him, American games were made by companies or by ministers with moral agendas. Parker put his name on the box and his philosophy in the rules: this game exists to be enjoyed. Full stop.
The irony is architectural. He built a company so successful at publishing other people’s games that it erased his own design career from cultural memory. Parker Brothers published Monopoly, Clue, Risk, Sorry, Trivial Pursuit — the canon of American board gaming — and none of them were George Parker’s designs. His hundred-odd personal creations sit in archives and collector’s shelves while the brand he built dominates the mass market.
The 1898 war games are the most tantalizing ghost in this story. Spring-loaded cannons firing at die-cut soldiers, fifteen years before Wells picked up a toy gun at Sandgate. If Parker had written a rulebook instead of selling a box — if he had codified movement, terrain, campaign scoring, and published it as a system rather than a product — the entire genealogy of miniature wargaming might run through Salem, Massachusetts instead of Kent, England. He had the physical mechanic. He lacked the systems thinking. The cannons fired. The rules stayed in the box.
What Remains
Rook (1906) — a hundred twenty years in continuous print, still played at kitchen tables across the American South and Midwest.
Banking (1883) — the game that launched Parker Brothers, designed by a sixteen-year-old who believed games didn’t need permission to be fun.
The 1898 war games — War in Cuba, Battle of Manila, Siege of Havana, The Philippine War — spring-loaded cannons and die-cut soldiers, fifteen years before Wells, a fascinating historical footnote in a box.
A philosophy that changed an industry: games are entertainment, not instruction. Parker said it first in America, said it loudest, and built the company that proved it to the world.
And over a hundred games, most of them lost, all of them designed by a man whose brand became so famous it made his personal work invisible.
Total: 22 points. Year: 1883.
22 points. 1883. A hundred games before the empire.
And over a hundred games, most of them lost, all of them designed by a man whose brand became so famous it made his personal work invisible.
