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Meet the man behind the board games: Milton Bradley. Born in Maine in 1836, Milton Bradley moved with his family to the working-class city of Lowell, Massachusetts, at age 11. His early life consisted of several highs and lows, from graduating high school and attending Harvard to getting laid off and losing his first wife. These experiences gave Bradley the idea for his first board game: The Checkered Game of Life. He produced and sold Life across the country and it quickly became a national sensation. Working with his company, the Milton Bradley Company, he continued to produce board games, crayons, and kid-friendly school supplies for the rest of his life. He is often credited as the father of board games, and the Milton Bradley Company has created Battleship, Jenga, Yahtzee, Trouble, and many more classic games.
In this engaging biography, readers will learn about the builder of board games, Milton Bradley. Follow the story from Bradley's childhood, his early entrepreneurial work creating and selling stationery, his drafting education at Harvard, his first business creating and selling lithographs, and how these experiences came together when he formed the Milton Bradley Company and created the Game of Life. Bradley's family, retirement, and work producing educational materials to support the new movement in education called kindergarten are included. Sidebars, historic photos, and a glossary enhance readers' understanding of this topic. Additional features include a table of contents, an index, a timeline and fun facts. Aligned to Common Core Standards and correlated to state standards. Checkerboard Library is an imprint of Abdo Publishing, a division of ABDO.
Meet the man behind the board games: Milton Bradley. Born in Maine in 1836, Milton Bradley moved with his family to the working-class city of Lowell, Massachusetts, at age 11. His early life consisted of several highs and lows, from graduating high school and attending Harvard to getting laid off and losing his first wife. These experiences gave Bradley the idea for his first board game: The Checkered Game of Life. He produced and sold Life across the country and it quickly became a national sensation. Working with his company, the Milton Bradley Company, he continued to produce board games, crayons, and kid-friendly school supplies for the rest of his life. He is often credited as the father of board games, and the Milton Bradley Company has created Battleship, Jenga, Yahtzee, Trouble, and many more classic games.
"It all began with one small step.Game Changer is the story of how a twenty-three-year-old waiter from Seattle had the outrageous dream of beating industry giants Milton Bradley and Mattel at their own game. With no experience, Rob Angel used his guts, drive, and intuition to create one of the most beloved board games of all time: Pictionary. Rob did it his way. He produced the first 1,000 games by hand in his tiny one- bedroom apartment, disrupted the market by selling to nontraditional retail outlets, and did countless demonstrations at the bottom of the escalator at Nordstrom-a store with no game department. Anything to succeed.Getting there wasn't easy; Rob had to navigate his way through production mishaps, cash flow troubles, and countless copycats trying to scratch their way past Pictionary. Still, within three years, Pictionary became the bestselling board game in North America, and shortly after, the world. When Mattel acquired Pictionary in 2001, a staggering 38,000,000 games had been sold in 60 countries.In Game Changer, Rob shares the remarkable inside story of taking Pictionary from simple idea to iconic global brand by breaking rules and breaking records, never giving up or giving in, and working harder when most would walk away all while having the time of his life. Candid and compelling, Game Changer is as much a captivating memoir as it is a blueprint to personal and professional success."
Bill Bradley is arguably one of the most well-versed public figures of our time. The eighteen-year New Jersey Senator, financial and investment adviser, Olympic and NBA athlete, national radio host, and bestselling author has lived in the United States as both political insider and outsider, national sports celebrity and behind-the-scenes confidante, leader and teammate. His varied experiences help to inform his unique and much-sought-after point of view on Washington and the country at large. InWe Can All Do Better, for the first time since the financial meltdown and since the worst of the intensifying political gridlock, Bradley offers his own concise, powerful, and highly personal review of the state of the nation. Bradley argues that government is not the problem. He criticizes the role of money and politics, explains how continuing on our existing foreign policy, electoral, and economic paths will mean a diminished future, and lays out exactly what needs to be done to reverse course. Breaking from the intransigent long-held viewpoints of both political parties, and with careful attention to our nation’s history, Bradley passionately lays out his narrative. He offers a no-holds-barred prescription on subjects including job creation, deficit reduction, education, and immigration. While equally critical of the approaches of the Tea Party and Occupy Movements, he champions the power of individual Americans to organize, speak out, bridge divisions, and he calls on the media to assume a more responsible role in our national life. As this moving call to arms reminds us, we can all—elected officials, private citizens, presidents—do a better job of moving our country forward. Bradley is perhaps the best guide imaginable, with his firsthand knowledge of governments’ inner-workings, the country’s diversity, and the untapped potential of the American people.
Profiles and prices games manufactured from 1822-1992, and gives histories of hundreds of manufacturers, including, Milton Bradley, Selchow & Righter, and Parker Brothers
Renowned Harvard scholar and New Yorker staff writer Jill Lepore has written a strikingly original, ingeniously conceived, and beautifully crafted history of American ideas about life and death from before the cradle to beyond the grave. How does life begin? What does it mean? What happens when we die? “All anyone can do is ask,” Lepore writes. “That’s why any history of ideas about life and death has to be, like this book, a history of curiosity.” Lepore starts that history with the story of a seventeenth-century Englishman who had the idea that all life begins with an egg, and ends it with an American who, in the 1970s, began freezing the dead. In between, life got longer, the stages of life multiplied, and matters of life and death moved from the library to the laboratory, from the humanities to the sciences. Lately, debates about life and death have determined the course of American politics. Each of these debates has a history. Investigating the surprising origins of the stuff of everyday life—from board games to breast pumps—Lepore argues that the age of discovery, Darwin, and the Space Age turned ideas about life on earth topsy-turvy. “New worlds were found,” she writes, and “old paradises were lost.” As much a meditation on the present as an excavation of the past, The Mansion of Happiness is delightful, learned, and altogether beguiling.