How Lincoln’s Beard Led to One of the Best-Selling Board Games

In 1860, a young entrepreneur thought he had just hitched his wagon to a rising political comet. The comet was Abraham Lincoln. The wagon belonged to Milton Bradley. For a brief, shining, clean-shaven moment, it looked as though Lincoln’s face was about to finance Bradley’s entire future.

Then Lincoln grew a beard.

Lincoln’s Beard vs. Free Market Capitalism

When Abraham Lincoln emerged as the Republican nominee in 1860, curiosity about the Illinois lawyer soared. Americans wanted to know what he looked like. Photography existed, but it was still the new kid on the technological block. Lithographs—essentially mass-produced printed images—were the way to get a candidate’s face onto parlor walls.

Milton Bradley, who had experience in lithography, saw opportunity. He produced a handsome print of a clean-shaven Lincoln and offered it for sale. It was a hit. Sales surged. When Lincoln won the election that November, Bradley reasonably assumed he had secured himself four years of steady, presidential-themed income.

That assumption lasted until Lincoln decided to grow a beard between Election Day and his departure for Washington, D.C.

The transformation famously began after an 11-year-old girl named Grace Bedell wrote Lincoln a letter suggesting that whiskers would improve his appearance and help him win votes. Lincoln took the advice. The result was one of the most recognizable faces in American history.

It was also catastrophic for anyone trying to sell clean-shaven portraits.

Suddenly, the public wanted images of the bearded President-elect. Bradley’s inventory of smooth-chinned Lincolns began to gather dust. The free market had spoken. Facial hair had won.

When Your Business Model Gets Whiskered Away

Faced with a shrinking market and a warehouse of obsolete lithographs, Bradley could have concluded that destiny had been unkind. Instead, he pivoted.

He began developing something entirely different: a board game.

In 1860, he introduced “The Checkered Game of Life.” If Lincoln’s beard closed one door, this checkered board opened another.

It is difficult to overstate how novel this was. Board games existed, but many were imported from Europe or heavily luck-based. Bradley’s game introduced a moral dimension. Players spun a teetotum (a small numbered top that functioned like a die) and navigated a checkered path through life’s virtues and vices.

Landing on “Honesty” or “Bravery” earned points. Landing on “Poverty,” “Disgrace,” or “Prison” cost you dearly. The goal was to accumulate 100 points and achieve success. It was Victorian America distilled into cardboard: industriousness good, idleness bad, intemperance catastrophic.

The Checkered Game of Life Becomes a Phenomenon

The gamble paid off. In its first year, “The Checkered Game of Life” reportedly sold 45,000 copies—an astonishing number for the time. Bradley abandoned lithography and focused entirely on games.

He founded what would become the Milton Bradley Company, a name that eventually became synonymous with American family game night. The company would go on to produce classics such as Candy Land, Operation, and Battleship. The pivot from presidential portraiture to parlor entertainment turned out to be one of the more successful business recalibrations of the 19th century.

The original version of the game even survived a factory disaster. In 1869, a boiler explosion destroyed Bradley’s Springfield, Massachusetts factory. Rather than fold, he rebuilt. Resilience, it turns out, was not just a square on the board.

The Game of Life: From Moral Ledger to Plastic Pegs

Over time, “The Checkered Game of Life” evolved. In 1960—exactly 100 years after the original release—the game was redesigned and reintroduced as “The Game of Life.” Gone were some of the stern Victorian warnings about intemperance. In their place came college degrees, salaries, pink and blue plastic pegs, and a tiny spinning wheel.

The moral arithmetic softened. Instead of trying to avoid “Disgrace,” players began navigating mortgages and raising tiny peg-children. The lesson shifted from virtue-accumulation to financial navigation, which arguably reflects the evolving American character with unsettling precision.

More than 50 million copies of the Game of Life have been sold worldwide. It is available in over 20 languages. Entire generations have chosen careers, bought houses, and accumulated imaginary debt under its watchful cardboard guidance.

Lincoln’s Beard and the Law of Unintended Consequences

Here is the part that delights the historical imagination: if Abraham Lincoln had ignored an 11-year-old’s advice and remained clean-shaven, Milton Bradley might have enjoyed several comfortable years selling presidential prints.

Perhaps he would never have needed to invent a board game to stabilize his finances. Perhaps the Game of Life would not exist. Perhaps family game night would look very different.

Of course, that is speculation. History is allergic to certainty. But it does enjoy irony.

Lincoln’s beard became iconic. It symbolized a leader navigating a divided nation through civil war. It also accidentally nudged a struggling lithographer toward creating one of the most enduring board games of all time.

The original game rewarded “Honesty” and punished “Idleness.” It never included a square labeled, “Presidential facial hair destroys your primary revenue stream. Lose two turns.”

Life, it turns out, was always more complicated than the board suggested.

And that, in its own way, may be the most fitting tribute to both Abraham Lincoln and Milton Bradley: one changed the nation; the other helped us rehearse its values around the kitchen table—spinning a little top, hoping not to land on Poverty, and learning that sometimes the beard changes everything.


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2 responses to “How Lincoln’s Beard Led to One of the Best-Selling Board Games”

  1. I had no idea that the Life game has been around that long…

  2. Cool. I used to own a copy back in the early 1980s.

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