🔍
Do Not Pass Go by Tim Moore book cover
BookPediaBooksGames & ActivitiesDo Not Pass Go
Games & Activities

Do Not Pass Go

by Tim Moore
Pages
📄 356
Published
📅 2008
Read time
⏱️ ~10h
Language
🌐 EN
ISBN
🔖 9781409022169
✅ Who should read this: Fans of travel writing, local history, and board games looking for a humorous and insightful tour of London.

📘 About This Book

A book that tells the story of London since the thirties through the 28 streets, stations and utililties of the Monopoly board. In the wonderful world of Monopoly it still only cost -50 to buy a house in Islington, you can move around London with the shake of a dice and even park your car for free. In Do Not Pass Go Tim Moore, belying his reputation as a player who always paid that -10 fine rather than take a Chance, fearlessly tackles the real thing and along the way tells the story of a game and the city that frames it. Sampling the rags and the riches he stays in a hotel in Mayfair and one in the Old Kent Road, enjoys quality time with Dr Crippen in Pentonville Prison and even winds up at the wrong end of the Water Works pipe. And, solving all the mysteries you'll have pondered whilst languishing in jail and many other you certainly wouldn't, Tim Moore reveals how Pall Mall got its name, which three addresses you won't find in your A-Z and why the sorry cul-de-sac that is Vine Street has a special place in the heart of Britain's most successful Monopoly champion. The stirring travelogue of one man's erratic progress around those 28 streets, stations and utilities, Do Not Pass Go is also an epic and lovingly researched history of London's wayward progress in the 66 years since the launch of the world's most popular board game

📖 Summary

Do Not Pass Go by Tim Moore is an engaging and witty exploration of London's history, culture, and urban evolution from the 1930s onward, all viewed through the unique prism of the classic Monopoly board. Spanning 356 pages, the book follows the author as he tackles the real-life equivalents of the twenty-eight streets, stations, and utilities that make up the famous game. Rather than simply relying on his reputation as a cautious player who would always pay the ten-shilling fine rather than draw a Chance card, Moore fearlessly immerses himself in the physical reality of the board. Along the way, he paints a vivid portrait of a game and the sprawling city that frames it, contrasting the nostalgic fantasy of the tabletop world with the gritty, changing landscape of modern London. The book brilliantly juxtaposes extremes of wealth and poverty across the metropolis. Moore samples the absolute rags and the astonishing riches of the British capital by staying overnight at a luxury hotel in Mayfair and contrasting it with an accommodation in the Old Kent Road. He enjoys quality time with the historical ghost of Dr Crippen in Pentonville Prison and even winds up at the wrong end of the Water Works pipe, uncovering the literal and metaphorical infrastructure that keeps the city flowing. In doing so, he solves all the burning mysteries and whimsical puzzles that players have pondered for generations while rolling dice around a square piece of cardboard. In the wonderful, unchanging world of Monopoly, it still only costs a modest sum to buy a house in Islington, players can zip across the entirety of London with a single shake of the dice, and drivers can always miraculously park their cars for free. However, the real London is a vastly different beast, one marked by decades of gentrification, shifting demographics, architectural marvels, and economic shifts. Moore guides the reader through this historical tapestry with self-deprecating humor and sharp observation, making the familiar squares of the board feel like vibrant characters in their own right. Do Not Pass Go serves as both a nostalgic love letter to a beloved board game and a fascinating social history of a great city, capturing the quirks of urban life and the enduring charm of throwing dice to conquer the metropolis.

🎯 Key Lessons

1The physical realities of London's streets often clash wildly with the nostalgic fantasies of the Monopoly board.
2Economic disparity across the city is highlighted sharply by contrasting locations like Mayfair and the Old Kent Road.
3Urban infrastructure, from water works to railways, has shaped the daily lives of Londoners for generations.
4Historical figures and local folklore, such as Dr Crippen, remain deeply embedded in the identity of London's institutions.
5Exploring a city through the lens of a game offers unexpected insights into its social history since the thirties.

⚖️ Pros & Cons

✅ Pros

Witty and entertaining writing style that brings London history to life.

A creative and original concept linking a beloved board game to urban exploration.

Thoughtful contrasts between the wealthy and impoverished areas of the city.

Engaging anecdotes involving famous London landmarks and historical figures.

⚠️ Cons

May rely heavily on British cultural references that international readers might need to look up.

The focus on specific London locations might feel less relevant to readers unfamiliar with the city.

❓ FAQ

What is the premise of Do Not Pass Go? +

The author explores the history and culture of London since the 1930s by visiting all 28 streets, stations, and utilities found on a Monopoly board.

Who wrote the book and when was it published? +

The book was written by Tim Moore and was published in 2008.

How many pages long is the book? +

The book spans 356 pages.

Does the author actually stay at locations from the game? +

Yes, Moore samples the extremes of the board by staying in a hotel in Mayfair and another in the Old Kent Road.

What genres does this book fall under? +

It falls under the games and activities genre, combining travel writing, humor, and social history.

💬 💬 Reader Comments (0)

Loading comments...

Similar Books

View all →
The Spiritual Life of Children by Robert Coles - Games & Activities book cover

The Spiritual Life of Children

Robert Coles

404 pagesHard
Frostgrave: Sellsword by Joseph A. McCullough - Games & Activities book cover

Frostgrave: Sellsword

Joseph A. McCullough

12 pagesEasy
End-Game by Lorenzo DiTommaso - Games & Activities book cover

End-Game

Lorenzo DiTommaso

331 pagesMedium
Brainstorms by Don Rubin - Games & Activities book cover

Brainstorms

Don Rubin

132 pagesEasy
Magician's Magic by Paul Curry - Games & Activities book cover

Magician's Magic

Paul Curry

292 pagesMedium

Related Articles

All articles →
The Art of Deep Work: Master Focus in a Distracted World

The Art of Deep Work: Master Focus in a Distracted World

Discover the art of deep work and learn proven strategies to master intense focus, eliminate distractions, and produce your most meaningful, high-value work every day.

10 min read

Harry Potter and the Philosopher's Stone: A Deep Dive Review

Explore a comprehensive review of Harry Potter and the Philosopher's Stone. Discover why this magical debut still captivates readers globally.

5 min read

فن العمل العميق: كيف تحقق إنجازات استثنائية في عصر التشتت

اكتشف فن العمل العميق وكيف يمكنك تحقيق إنجازات استثنائية بالتركيز الكامل بعيداً عن التشتت الرقمي وضوضاء العصر الحديث.

5 min read

Why Sleep Matters More Than You Think: The Science

Discover why sleep is your body's most powerful tool for health, memory, and longevity — and how to finally get the quality rest you deserve.

8 min read