In the early 1980s, a group of Canadian friends, tired of having to buy multiple copies of the Scrabble board game, decide to create a game of their own, Trivial Pursuit. The game proves so entertaining and innovative that the idea of selling to the public becomes an irresistible notion. However, what follows is a years-long struggle of financing, research and bargaining with an insular industry that cannot accept that this bizarre game created by a bunch of Canadian amateurs could have any appeal.
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