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(dramatic music)
[Narrator] It's one of the biggest
toy industry events of the year.
Toy Fair is incredibly hard to get into,
incredibly hard to get access to.
- Hey, how are ya? - Hi, good morning!
Scott Abbott?
- Scott Abbott? - Chris Haney.
[Narrator] And two men believe
they have an innovative new game idea.
At Toy Fair, you're gonna see 500 new games,
50 will get into stores.
Of those 50, five will be profitable.
Producing a board game,
it's like getting a camel through the head of a needle.
I'm sorry, gentlemen, you're not on my list.
(tense music)
[Scott] We're, uh, press.
They're attending the toy fair under a total guise.
Neither of them had any experience in game invention.
They really don't know
anything about board games as a product
and how to produce them.
[Narrator] But what's inside holds the key
to turning their idea into a revolutionary board game
that will go on to sell over 100 million copies
in more than 17 languages.
- A piece of macaroni? - Pasta.
A telephone?
[Narrator] And inspire the creation
of another iconic sensation.
Pictionary really introduced the concept
of what we know of today as party games.
If it's hard, let's go with it.
[Narrator] Together, they'll open up
a whole new category of games.
Trivial Pursuit and Pictionary
really created the adult board game market.
Taboo and Scattergories and Guesstures, Cranium
are direct descendants of Trivial Pursuit and Pictionary.
[Narrator] Giving rise to a multi-billion dollar industry.
But only if these outsiders can get through the door.
- [Receptionist] - What publication did
you say you're from?
(dramatic music)
(upbeat music)
[Narrator] By the late 1970s,
the toy industry is dominated
by games and gadgets for children,
leaving adults with few options
besides cards or family board games.
There really wasn't an adult gaming culture.
You know, we didn't think in terms of a game night.
The board game market
was more or less exclusively for children.
Brightly colored plastic,
things like Chutes and Ladders,
Candy Land,
big, colorful pieces,
bright, colorful boards.
The conventional wisdom
was that adults don't play board games.
(tense music)
[Narrator] But one fateful night,
two men tap into something
that could forever change this.
What's the capital of Uruguay?
Uh...
- Montevideo? - Ah!
Chris Haney was a photojournalist
for the Montreal Gazette.
Chris Haney is quite the character.
He's a dropout, but not unintelligent.
He's super creative,
super gregarious,
fun to be around,
and he's pretty ambitious.
He wants to be a millionaire by the time he's 30.
And Scott Abbott was a sports writer
for the Canadian news agencies.
Haney was really destitute.
He and his wife and child
were living with Scott Abbott
in a small apartment.
Neither of them really had a penny to spare.
News is a little bit stale,
and Haney and Abbott are looking for something more.
One evening, they were gonna play a game of Scrabble,
only to find that their Scrabble set
was missing some tiles.
[Scott] You wanna play another game?
Nah, I'd rather keep beating you at trivia questions.
- [Scott] (scoffs) - You can't beat me
when we don't keep score.
(Chris chuckling) (gentle music)
What if we did?
They have this idea that they can make a board game
that brings people together
and really capitalizes on their love of trivia.
[Narrator] By 1979, trivia game shows
have been getting big ratings for nearly 40 years.
The quiz show format is the hallmark
of American entertainment,
from the radio days to the television days.
Trivia becomes popular with radio shows
like "Take It or Leave It"
and later with shows on television like "Jeopardy."
People in the 80s,
they grew up watching "Jeopardy."
[Narrator] But while successful on the air,
a trivia board game is uncharted territory.
Neither of them had any experience in game invention.
But they knew a lot about a lot of things,
so they were the perfect guys, actually,
to write a trivia game.
So for Haney and Abbott,
the question simply was going to be,
what's this game going to look like?
They are trying to figure out the right game board,
and Abbott is sketching a square,
which is kind of boring.
It's too traditional.
It's very much like Monopoly.
(box thudding)
Here, try this.
It's bigger.
Maybe try a circle.
Ultimately, they landed on that beautiful classic circle.
[Jackie] A circular board game
is something that had not been done before.
At first glance, it might look like
maybe an old wagon wheel.
There was a circular path
that had six spokes and a center.
[Narrator] Each spoke represents
a different category to test players.
It was perfect from the vision they had for their game.
They split up the categories by types
like arts and literature
or science and nature,
sports and leisure,
entertainment, history, geography.
With colored spaces around the board
for each of the different categories.
If you landed on that color,
you got a question from that category.
What do we got?
[Narrator] With the categories down,
they now need to work out how to keep score.
You could have a score pad off to the side
that said I had 20 points and you had 15 points,
but it's off to the side and it's numbers.
But Abbott feels that this is inelegant.
So eventually, he comes up with this pie piece
and the pie wedge.
It sounds very simplistic, right?
But it echoed the pattern on the board itself,
and it's kind of cool that your piece
was also the way you kept score.
If you got it right,
then you got the little piece of the pie.
Your wedges created the tension
that you get from watching sports.
Who's in the lead?
What's gonna happen next?
It was a unique invention
that I don't think has really been replicated since.
[Narrator] After they play test the game,
Haney and Abbott add a few more challenges.
In order to win,
a seventh question had to be answered correctly.
The last question you have to answer
in the middle of the board,
you don't get to pick the topic.
[Philip] You had to land on the center space
by exact count.
Now, this can be very frustrating.
When designing a game,
you don't want people who are behind
to feel like they can't win,
and so we do these things called catch-up features
that gives everyone the feeling
that they're still in the game.
Finally, someone gets that complete circle,
and visually, it's like,
"I did it. I completed it."
What should we call it?
Something with trivia.
Trivia Hunt?
Trivia Quest?
Trivia Pursuit?
(intense music)
Originally, they come up with the name Trivia Pursuit,
which is a great name in and of itself.
But then Chris Haney's wife, Sarah,
said, "You know, it would sound better
if it was Trivial Pursuit."
It's a Trivial Pursuit
because, ultimately, you guys are spending hours
sitting here arguing over
who knows what Ar is the symbol of on the periodic table.
(bottle clinking)
Trivial Pursuit came together in one night,
which is quite an amazing feat,
and it was a remarkably simple conception.
[Narrator] However, when it comes to
actually producing the game,
they don't know where to begin.
Abbott and Haney really have no idea how to go about it.
Having a great idea isn't good enough.
(tense music)
[Narrator] But they are resourceful journalists.
What publication did you say you're from?
Um, we are stringers.
Okay, that's fine.
Amazing. Thank you.
One of the wonderful things about their profession
is that they could in fact go into a toy fair
and start asking questions.
They abuse the privilege
and they use their press credentials
to get into the Montreal Toy Fair.
Now, it sounds like a fun bit of research, pranksterism,
however, that kind of shenanigan can easily get you fired.
They interview so many toy executives
to find out how do you get a game manufactured?
Oh, okay, this is how you print a game,
and these are people that make the plastic pieces,
and, okay, we're gonna need dice,
and we're gonna need a box maker,
and we're gonna need a company that folds boards.
Obviously, I didn't have as much time
as I thought I would have.
I think we can sell it with this.
- It's good. - It's good.
They wanted Trivial Pursuit to be
a really high quality board game.
And to produce a high quality board game,
you are gonna need a fair amount of funds.
Publishing a board game is not cheap
when you do it on your own.
They've learned that it's gonna cost $40,000,
which, of course, was a lot of money at the time.
- Okay, what do we got? - Alright.
And the question really was, "How do we raise the money?"
The way that they came up with
was to offer shares. Between them.
They own 80% of the company,
so 20% of it would be parceled out.
We're calling it Trivial Pursuit.
Look, I'm sorry, guys.
I can't help you on this.
(tense music)
When they're going around asking for support,
they hit some barriers.
Because they were rolling with these ideas
and things were flowing,
they thought the rest of the process
was gonna be easy.
It is incredibly stressful for them.
They had a dream, they had a game,
they just couldn't get it made.
(birds chirping) (tense music)
[Narrator] While Chris Haney and Scott Abbot
believe Trivial Pursuit is a winning game idea,
they can't afford to get it made.
- (Scott sighing) - Yeah?
Abbott and Haney needed investors.
They weren't wealthy individuals,
they didn't have bankers who would believe in them.
[Narrator] Instead, they try a new approach.
One that's way ahead of its time.
So we can really sell
on the quality of materials that we're using.
They essentially needed crowdfunding
in an era before the internet.
[Narrator] Eventually, their grassroots campaign pays off.
So they ended up taking on 34 investors.
None of the investors contributed more than $2,000.
They have all the pieces put together.
They have the concept and the idea.
They have everything except for the questions.
What are the questions gonna be?
And that turns out to be the hardest part.
The heart of Trivial Pursuit
is in the questions on all of those cards.
They believe that they had to supply
a thousand questions for each category
in order to make the game have sufficient replayability.
A thousand questions for six categories
equals 6,000 questions.
They have to hit that sweet spot
where enough people will be able to get the question right,
but not everybody's gonna get the question right.
That's very hard to do for a hundred questions,
it's nearly impossible for 6,000.
This took hundreds and hundreds and hundreds
of manpower hours and months of work.
Chris Haney decides he's gonna devote himself full-time
to making this game a success.
He's got no money,
he's barely supporting his family,
his wife's pregnant.
It is a remarkable move.
And then Abbott quits his job.
They go into massive debt.
The creation of this game is a make-or-break moment
for these two men.
Haney and Abbott go to the ends of the earth
to find all of these fascinating trivia bits.
They looked at encyclopedias, almanacs, newspapers,
(tense music)
But also started looking at mundane objects
like ketchup bottles and restaurant menus.
[Chris] What's the first listed ingredient of ketchup?
Tomatoes, right?
(Scott chuckling)
[Narrator] Then one night, after months of struggling
to come up with 6,000 questions...
This is great.
[Narrator] Haney discovers a shortcut.
Who's the host of "Tonight Show"
since October 1st, 1962?
Johnny Carson.
There were a lot of reference books on the market,
and in particular,
there was one that was called
"The Super Trivia Encyclopedia."
Lex Luthor, Superman's archenemy,
one-time Superboy's best friend.
It was alphabetical,
it had lots and lots of facts,
and it made it a great resource
to sort of pull information
to formulate the original questions.
[Narrator] Thanks to "The Super Trivia Encyclopedia,"
Trivial Pursuit is finally ready to hit shelves
in November of 1981. (dramatic music)
Haney and Abbott decided that their first run
should be 1,100 copies.
[Narrator] But their timing couldn't be worse.
There's a recession in 1981,
that is really bad news for a toy maker
who has a new product coming on the market
and one that is more expensive than most of its competitors.
Trivial Pursuit was retailing for roughly $30 at the time.
Back in that era,
you could buy Monopoly for less than $10.
Who in the world is gonna pay $35
for a box of cards that you burn through?
It doesn't make any sense.
People certainly don't have a lot of money,
and the idea of spending that much on a board game
is insane.
But it appealed to adults and it challenged you,
and a lot of those questions were difficult,
and everybody kinda liked that.
And that's what made it really different
and also made it very much more appealing to grownups.
(upbeat music) (die thudding)
The guys start selling it into local stores around Canada.
The more people that discovered Trivial Pursuit,
the more people loved it.
(bottles and glass clinking)
Here, cheers!
They'd sold out of their first production run.
Trivial Pursuit said that you can make a game
that can cost a lot of money,
and if the game has it, people buy them.
Of course, the guys were ecstatic
and kind of riding high on that excitement.
They went ahead and pushed for a second print run,
but this one was really ambitious.
Here's to 20,000 units.
- 20,000 Units. - 20,000 Units.
Even if we sell all 20,000 units,
we're still gonna be in the red.
(tense music)
The board was a quad-fold board
and then therefore very expensive.
And the scoring wedges, that was custom tooling.
It was a really well-made product,
but unfortunately, they spent about $75 a game.
They lost their shirts
on the first printing of Trivial Pursuit.
- (glass thudding) - How much?
A quarter of a million.
How much?
I'm sure they had the same feeling,
"Oh my God, what do we do now?"
Quarter of a million.
(tense music)
[Narrator] Already in the red from their first sales run,
Haney and Abbott go even deeper in debt,
borrowing $70,000 to get Trivial Pursuit
back on Canadian shelves.
They were stressed beyond belief,
and they really didn't know yet
whether this adventure that they had gone on
was going to lead to destitution
or eventual riches beyond compare.
The guys knew that they had to grow,
so they head
to New York Toy Fair,
which is one of the biggest toy fairs
in the entire world.
At the New York Toy Fair,
they try selling directly to specific retail stores
in an effort to get them to stock Trivial Pursuit
so that it can have some kind of a growth outside of Canada.
But 1982 could not have been a worse time
to come to Toy Fair
with a traditional box-board game.
This was the height of the video game craze
and the trade was concluding
that board games were relics of the past.
Most stores are not interested.
They don't want to stock this unproven,
rather serious looking,
rather expensive game.
They walk away from New York Toy Fair
with just a few hundred orders.
It was pretty devastating
and pretty much one of the lowest points
that the team hit.
[Narrator] Then things quickly go from bad to worse.
Stress was mounting for Chris Haney.
He had a family, his wife was pregnant,
and he was trying to figure out,
"How can I make this game a success?"
Haney internalized a lot of the stress
because of the debt that he had incurred,
the failure of Trivial Pursuit to catch on.
Haney's a young guy trying to make this happen.
Let's just say he was indulging a lot.
[Jackie] One evening, he's out with his friends,
he's having a drink at a bar,
and he just collapses.
They take him to the hospital. (ambulance siren wailing)
Chris Haney has put everything on the line
to develop this thing,
and it seems like the pressure has finally gotten to him.
[Narrator] As Haney's life hangs in the balance,
(upbeat music)
2,700 miles away, a recent college grad
is about to have his own life-changing experience.
Alright, you ready?
Uh, an arch.
An ear.
- Yeah. - Yeah.
Yeah, come on.
Rob Angel is an extremely smart, creative guy.
He graduated from college with his degree in business.
He's a bit of a free spirit.
He is creative, and competitive,
and ambitious,
but he's working as a waiter in Washington state.
It's a piece of macaroni.
- That's guitar. - Smashed up guitar.
- My guitar. - Oh.
Rob and his roommates,
they were all doing what they could to make ends meet,
and rather than going out at night spending money,
they stayed in and they played games.
It's a piece of grass.
- A blade of grass. - Come on.
They were playing a game.
One of them would draw it out on paper
and they all had to guess what that word was.
It's a football.
It was charades on paper.
Um...
- Uh, anything? - Yeah, yeah, anything.
Just go for it.
Give it a go. Any word.
Just come up with one on the spot.
As they played it so often,
they struggled with what's the next word to come up with.
What Rob Angel found was
just coming up with random words
was kind of a drag.
Yeah. If you didn't have a good idea,
you needed some prompting.
Here, here, I got an idea.
Just use...
Just use this.
Just pick a random word.
That should do it. Yeah.
And that's where Angel turned to opening up the dictionary
and choosing words.
Full English breakfast.
- Yes. - Oh. Oh.
- Nice. - (friends laughing)
They're having a wild amount of fun with it.
Their game nights get bigger and bigger.
- Uh... - A shark?
- Yes. - Oh!
And eventually, Rob Angel realizes,
"You know what, I think this would be a great board game."
[Narrator] Instinctively, Rob even comes up
with the perfect name.
Picture plus dictionary equals Pictionary.
It's that simple.
But it needs to be something
that's gonna be a saleable game,
not a dictionary and a pencil.
[Narrator] As the blueprint of an idea
begins to form in Angel's mind,
a shaken Chris Haney is released from the hospital.
They thought he had a heart attack,
said it was due to stress
of trying to get this game off the ground.
He was burning through life pretty fast.
He did recover from it,
but his health was never really the same.
[Narrator] After their failure at New York Toy Fair,
Haney and Abbott returned to their home market.
People really liked the game around Canada.
[Danielle] It sold lots of copies
and people really engaged in it.
[Narrator] But they're still in the red.
To reach beyond the border and break into the US market,
they're gonna need help.
What they need is to do something
other than selling directly to a retail store.
The idea with licensing is
you give another manufacturer
the rights to produce your product
in exchange for a percentage royalty.
It can be anywhere from like 3 to 5% royalty on their sales.
Scott Abbott and Chris Haney were demanding 15%.
Three times the average of the guy was getting Scrabble.
A lot of people were really reluctant
to commit to this kind of thing.
There's a ton of risks.
The game was difficult to produce.
Both Milton Bradley and Parker Brothers,
the two biggest game companies,
passed on it.
It's too expensive.
Maybe it's sold in Canada because it's Canadian by nature.
It's not gonna sell here.
[Narrator] Running out of options and money,
they set their sights on a smaller company.
- So we've got- - 1,000 cards.
Each card has six questions,
one for each category,
so you got 6,000 questions in one box.
They managed to get a meeting with Selchow and Righter.
Selchow and Righter made a lot of money with Parcheesi
and then of course, eventually, Scrabble.
As you can see here, you've got the board.
Abbott and Haney leveraged every penny they had.
They need to recoup their losses
and make sure it wasn't sort of shelved
in the dust bin of history.
[Narrator] Selchow and Righter is their last hope.
Without a US distributor,
it's game over for Haney and Abbott.
(tense music)
So you got 6,000 questions in one box?
[Narrator] In 1982, the fate of Trivial Pursuit
hinges on the outcome of one meeting.
So, as you can see here,
you got the board,
you'll roll a dice,
and when you get to these squares,
you gotta answer a question
to try and get a piece of the pie.
There are so many intangibles
that go into the eventual success or failure of a game
that are just out of your control.
Timing is one.
The replay value alone is gonna be crazy.
Selchow and Righter missed the boat
when it comes to electronic games.
Suddenly, they see an opportunity
to regain some ground in the marketplace.
- Thank you so much, really. - Yeah, thank you so much.
The discussions with Selchow and Righter
go really, really well
and they land a massive deal.
For the team, I think that that was incredibly validating.
They were hungry for products like this.
Haney and Abbott negotiate a very favorable deal
with Selchow and Righter
for 15% royalty rate
and $75,000 upfront.
Very, very rich terms for those days.
[Narrator] With their new partner's connections,
Haney and Abbott finally have a shot
at matching their Canadian success in the US.
Selchow and Righter hired a public relations company.
The brilliant woman, Linda Pezzano.
Come. Sit.
She was indescribable in a lot of ways.
She had a lot of energy.
She knew what she was doing.
She knew how to get it done.
Linda, as a good PR person,
would be looking for all kinds of media opportunities
to promote games.
She did a lot of clever things
that had never been done before.
[Linda] I have an idea.
The big PR strategy was to send out copies of it
to the celebrities
who were mentioned in the trivia questions.
It was really a way to kind of get a buzz going
amongst famous people.
It really kind of positioned it
into the mainstream culture.
All the cool Hollywood stars are playing Trivial Pursuit,
and, of course, that means lots of normal people go,
"Oh, if they're playing, I should check it out."
Trivial Pursuit really was the beginning
of so-called guerilla marketing.
You're gonna get Wayne Gretzky?
[Linda] Why not?
Meryl Streep is playing, so she must be cool.
When Johnny Carson mentioned Trivial Pursuit,
that was the ultimate endorsement in the culture.
I knew in January of '84 we had a tiger by the tail.
(upbeat music)
You just knew.
The calls, all of a sudden, started coming in.
We wound up shipping,
it was 20 million in one year.
Monopoly and Scrabble, in their best years,
probably sold about 4 million pieces.
So this was five times the sale
of these two wildly popular games.
In 1984,
Trivial Pursuit makes over 800 million in profits,
which is incredible.
Trivial Pursuit came out of nowhere.
It really had an appeal to both your childlike
and adult-like nature.
It became a touchstone for everybody of that age.
Trivial Pursuit comes along and creates a party.
[Narrator] While millions are now playing Trivial Pursuit
across two countries,
Rob Angel is still stuck on how to bring his game to life.
(doorbell rings)
Rob Angel spent months agonizing over
how do you commercialize this game?
One of the biggest challenges
was how does he get all of those words into the game box?
Rob's mom sends him a care package,
and in that package is a copy of Trivial Pursuit.
And that is an absolute kismet moment for Pictionary.
Trivial Pursuit made him understand that's how you do it.
You make a card-based game.
The fact that Trivial Pursuit came out
with a thousand cards in every box,
that's a breakthrough in play that this is quite repeatable.
That's setting a perfect precedent for Pictionary.
[Narrator] But finding the right kinds of words
is no easy task.
Rob actually kind of becomes a little bit obsessed
with the word list.
He realizes that having the perfect set of words
can actually make a difference
to how players interact with Pictionary.
He literally started at the beginning of the dictionary
trying to choose the best words
to include on the cards for Pictionary.
His goal is to come up with 6,000 different words.
And he personally approved every word
to make sure it was something
that somebody could figure out how to draw.
So Rob Angel essentially breaks it up
into four categories.
The first category, people, places, or animals.
The second is objects.
The third is actions
and the fourth is challenge,
essentially a harder word to draw.
Okay, okay.
If it's hard, let's go with it.
We gotta trial that out and see if it works.
He play-tested a lot with friends and family.
He got two of his best friends to help him.
Gary Everson was a graphic designer.
Terry Langston came in to help do the operations
and allow Rob to be the creative.
One of Rob's early concerns with Pictionary was
if you allowed players to draw forever,
it would get kind of clunky and slow down
and be boring.
It's a bit slow pace, right?
I feel like we should maybe time it.
Give you like a 60-second max.
He realized a simple time limit
would solve that problem.
- Yeah. - Alright, is it, uh...
[Narrator] But soon, a bigger problem emerges.
Pictionary really is two teams against each other,
seeing who can guess the most words.
So when it's your turn,
you draw a card and you draw
and you try to get your teammates to guess
what it is you're drawing.
You have to wait for the other team
- to guess. - Alright?
It's kind of lost that luster
from when he first was playing charades on paper.
With charades, everybody's involved.
When you start applying rules,
you start to diminish that kind of energy.
They work only in their own little teams,
and a whole game slows down.
[Narrator] While Angel struggles to keep the fun alive,
Trivial Pursuit can barely keep their game on the shelves.
Thank you.
[Narrator] But its meteoric success
attracts some unwanted attention.
(tense music)
We're being sued?!
(tense music)
(soft music)
(tense music)
We're being sued?!
Fred L. Worth,
the author of "The Super Trivia Encyclopedia,"
which was one of the texts that they used
to write some of these questions,
ended up suing the creators of Trivial Pursuit
because he said that they had used
hundreds of his facts in their game.
Frank L. Worth put one false fact into the book,
which was that the famous detective Columbo's first name
was Philip, which is incorrect,
and they actually printed the wrong name
in the Trivial Pursuit game,
and that's how he knew that they had used his book.
His belief was that with all the money
that was eventually being made from Trivial Pursuit,
that he was entitled to a substantial settlement.
[Narrator] While Haney and Abbott
prepared to defend their game,
Rob Angel introduces a revolutionary change to his.
Who's ready to kick Pictionary up a notch?
- What you got? - This, my friends,
is all play.
So many board games rely on the idea of a turn.
"It's my turn. It's your turn."
You're on the clock.
[Suzanne] The all play category lets everybody
compete to answer at once.
Angel decides that 55% of the words
will be in the all play category.
All play basically builds the whole game back up
to that charades-level energy that it had originally.
- Diving. - Kite.
Everyone was kind of looking to see
who would yell out the answer first.
- Come on, okay, come on. - More, more, more.
- Give me more. - All play was revolutionary
and a principle that game designers today
still love to try to incorporate when they can
because it guarantees that players are playing the game.
[Narrator] With the pieces coming together,
now, Rob needs graphic designer, Gary Everson,
to create the board.
Everson takes his first swing
at the Pictionary game board,
and it is a bit of a mess.
It was very creative, it was very unique,
but it didn't capture what Rob had envisioned.
It doesn't even really feel like it's a game board.
You don't know where you're supposed to go,
what you're supposed to do,
and Angel is pretty disappointed.
They were trying to make a game
that would appeal to adults,
so it needed to have a sophisticated look.
Rob was very famous for
what he would call taking a personal timeout,
and he would just go off to the corner and he would think.
He's looking through some of the papers on his desk
and he saw a tri-fold brochure.
He said, "Well, wait, can we do that?"
Gary eventually created the prototype for
a tri-fold board,
which was something unique in the industry
at that point in time.
The board folded in a different way.
It was blue with silver,
so it looked very sophisticated.
The cards were nicely designed
so they felt good in your hand.
It was a showpiece kind of game
that you would leave sitting out
on your coffee table.
They put together a pitch,
and they convinced Rob's uncle, Jerome,
to lend them $35,000,
which was enough to create the first 1,000 games.
So Rob and his partners set the date
of a launch party for Pictionary
for June 1st, 1985,
and everything was going as planned,
and then he got a call from his printer.
They had misquoted the job. (tense music)
The printer tells them,
"Well, we can't assemble these for you,"
and they had everything delivered to Rob's house.
They had to hand correlate
a thousand games with 500 cards per game.
That's a half a million cards.
These guys were exceptionally stressed out.
[Narrator] While Rob races to put his game together,
(tense music) (gavel thudding)
Haney and Abbott fight to keep theirs from falling apart.
Haney and Abbott were worried by this lawsuit.
It's quite clear where they took this from.
They did literally just lift it out of the book.
This lawsuit is worth $300 million,
and if the judge rules against them,
it could sink Trivial Pursuit.
This is a make-or-break moment
for Trivial Pursuit.
Ultimately, the judge determined
that you cannot copyright facts,
and so the lawsuit was thrown out.
It took about three years
before they were out of the woods
and they were gonna make money on Trivial Pursuit.
It only took about four and a half years
for them to realize that they were gonna be fabulously rich.
In 1984,
the sales of Trivial Pursuit in United States
were not 200,000 or 250,000,
they were 20 million sets.
Trivial Pursuit was a runaway success.
It was hugely popular.
It actually spawned a ton of offshoot games.
Baby Boomer, Sports, Silver Screen,
all the rest of them.
It actually becomes sort of
this little mini empire of different games
that all center around trivia.
(tense music)
[Narrator] Meanwhile, with his printer
refusing to organize half a million word cards into boxes,
Angel rushes to prepare Pictionary for launch.
And they had parties with their friends
where they supplied pizza and beer,
and everybody went and dropped a card into a box.
Eventually, they got it done
and made it to the launch party.
They did an initial launch
where they were selling the games directly to consumers.
When Rob first went out to sell,
he only sold a few hundred,
then it sort of stopped.
And the guys were sitting there with about six or 700 games.
It's at this point where he comes to the realization that
it's gonna take a lot more
to get the public interested
in what he thinks is a great game.
Then they realize that they should be thinking about
selling it to retailers.
Thank you so much for having me in.
Rob contacted Nordstrom
and explained he's a local guy
and he's invented a board game.
Would they give him some consideration?
- Let's see. - Okay.
So here is a breakdown of the rules.
- I'll let you read... - The idea
of being in a department store like Nordstrom,
it's a high-end adult store.
That was a key moment in their journey.
[Rob] Alright, so here we have it.
Pictionary.
To get into a department store like Nordstrom
would be a major victory for them.
I think if you give it a chance,
you'll see how fun it is.
[Steve] If this meeting doesn't go well
and they're not able to convey how great this game is...
- (intense music) - We don't sell games.
[Steve] This could be the end of it.
(soft music)
[Narrator] Rob Angel knows
getting Pictionary into Nordstrom
is his last hope
and he won't take no for an answer.
What we found is that once people get a chance to play,
they kind of fall in love with it.
Let's see how we can draw this.
So...
- Uh, a person? - Yep. Yeah.
- Um, a man? - Hmm.
Uh, is that a slide?
- No, no, no. - No.
- A tree trunk, I don't... - No, not quite.
- Am I bad at this game? - It is, it is...
No, no, you're not bad. So...
Angel is tenacious and persistent
and pushes Nordstrom hard.
I could demo this in your stores if you like.
We could drop off the games in person.
We could hand deliver them
and whatever you don't sell,
we're happy to pick up.
And he comes up with a deal
that Nordstrom just can't say no to.
Just because I've never seen
anything like this before, okay?
To have Pictionary on the shelves at Nordstrom
brings Pictionary an incredible amount of credibility
and a huge amount of exposure.
(upbeat music)
Rob and the guys literally were in the stores
demonstrating the game.
Once people got engaged with the game,
they wanted to do it, and more importantly,
they wanted to share it with their friends.
Quickly, he was able to get distribution
in a number of local stores
right there in the Seattle area.
[Narrator] But to take Pictionary national,
Rob turns to marketing whiz Linda Pezzano
to work her magic.
They went to her to create
the same kind of excitement around Pictionary
that she had on Trivial Pursuit.
It was really about how do you get as many hands and minds
engaged with the game as possible
and really building word of mouth in grassroots marketing.
Everything is bigger these days.
We'll market it better by making it smaller.
We created a thing we called a pick pack,
which was five cards,
a pad, and a golf pencil.
We would get on airplanes at the time
with bags full of them
and hand them to everybody.
When you have a Linda, you don't give up.
She was sending invitations in the mail
with Pictionary cards.
She knew how to reach out to the press.
She did all the right things.
[Rob] I like it.
In 1986 to 1989, the game went wild.
200,000 units was considered a good seller back in the day
and Pictionary was selling millions.
We're talking $200 million in sales.
(upbeat music)
[Narrator] To date, Pictionary has sold
over 38 Million copies in 60 countries.
Around the year 2000,
Rob called up his partners and he said,
"Guys, I think it's time for us to do something else."
They were ready to focus on their families
and their lives
and to go to the next chapter.
And so they sold the game to Mattel Toy Company.
So they cashed in, sold it to Mattel
for somewhere north of $20 million.
He was developing Pictionary for over 17 years.
They took it as far as they needed to take it.
[Narrator] Not to be outdone,
Trivial Pursuit has sold over 50 editions
and made over $2 billion to date.
Haney and Abbott, they not only created this iconic game,
but they became extraordinarily wealthy doing so.
[Narrator] Together, Trivial Pursuit and Pictionary
pioneered the adult board game,
the largest segment of the market today.
Trivial Pursuit was so wildly successful
it kicked open the door for games for adults.
And if that's true,
then Pictionary knocked it off its hinges.
Pictionary really introduced the concept
of what we know of today as party games to the market.
Games like Scattergories or Cranium,
they are direct descendants
of Trivial Pursuit and Pictionary.
It really was something that people hadn't done before,
but suddenly you've got this,
and people want a name for it,
and they started to call it game night.
Not only do adults play games,
they buy games.
In 2022, the game market
was about $18 billion in sales in the United States.
And of that, $11 billion were games
that were targeted towards the adult game player.
So that's billion with a B.
They're great games, they're timeless games.
People will still be playing them another 40 years from now.
(intense music)
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