(21/41: 1981) CHRIS HANEY & SCOTT ABBOTT
The Bet
The story starts the way a lot of great Canadian stories start: over beers on a Saturday afternoon. In December 1979, Montreal Gazette photo editor Chris Haney and Canadian Press sportswriter Scott Abbott sat down to play Scrabble and found tiles missing from the box. Rather than go buy a new copy, they decided — with the particular confidence of two men who had never designed anything — to create their own game. By midnight they had a concept. By the following week they had a prototype. Within two years they had a product. Within four years they had a phenomenon.
Trivial Pursuit wasn’t the first quiz game. There were trivia nights at pubs before there were trivia nights in living rooms. But Haney and Abbott did something no one had done: they packaged the trivia experience into a structured board game with a physical scoring mechanic that felt like progress, a category system that rewarded breadth over depth, and a visual identity that looked like a board game for adults in an era when the industry was mostly selling to families. The pie wedge became an icon.
The Explosion
The numbers still sound like a misprint. Between 1983 and 1984, Trivial Pursuit generated over $660 million in retail sales. More than 20 million copies sold in a single year. By the end of the decade it had been translated into seventeen languages and distributed across twenty-six countries. Over its lifetime the game has moved more than 100 million units — a figure that places it alongside Monopoly, Scrabble, and Clue in the permanent canon of mass-market board gaming.
In 2008, Hasbro acquired the rights for roughly $80 million. The game was inducted into the Games Hall of Fame in 1993 and the National Toy Hall of Fame in 2025. It became a cultural shorthand — a verb, almost. To know trivial pursuit was to understand a particular kind of social currency: the pleasure of knowing useless things in the company of friends.
The Silence After
Haney and Abbott tried once more. In 1986 they released The World According to Ubi, a geography-based game that attempted to apply the Trivial Pursuit formula to maps and locations. It failed. Not catastrophically — it simply disappeared, the way most board games disappear, quietly and without ceremony.
Neither man returned to game design. Abbott moved into horse racing and eventually became part-owner of an Ontario Hockey League team. Haney continued to live off the extraordinary fortune a single game had built, until his death in 2010 at age fifty-nine. They weren’t designers in the way this series usually uses the word. They were journalists who had one very good idea on one very good night.
What the Scoring Sees
The invention score is high because Trivial Pursuit didn’t iterate on an existing model — it created one. The pie wedge, the category wheel, the question-and-answer card system that could be endlessly refreshed with new content: this was a new grammar for social play. The trivia game category as we know it — Scene It, Wits & Wagers, Timeline, You Don’t Know Jack — descends from this template.
The architecture score reflects durability over depth. The system has sustained four decades of continuous production and hundreds of themed editions because its content is modular: swap the cards and you have a new product. But there’s no strategic ceiling to explore, no discovery curve, no metagame. It works because the questions change, not because the rules reveal new possibilities.
Mastery is low because one game is one game, no matter how large its shadow. The Ubi experiment proved that the magic wasn’t transferable. This was lightning in a bottle, not a method.
Total: 21 points. Year: 1981.
Final Score: 21 / 40
Mastery is low because one game is one game, no matter how large its shadow. The Ubi experiment proved that the magic wasn’t transferable. This was lightning in a bottle, not a method.
