Kimmy's mom and dad snuggle her down in the beanbag chair as they get out the board games and have a vote on which one should be the party game. Monopoly wins.
Little five-year old Kimmy watches as the board is set up, the "banker" is assigned, and finally, all the pieces are laid out. The classic argument. Kimmy's seven-year old brother immediately "calls" the doggie. Her hippie cousin grabs the shoe, and her boyfriend takes the boat. Grandma and Grandpa pick the cannon and the iron, and finally, Kimmy's mum and Dad take the top hat and the wheelbarrow. Kimmy notices one piece has been completely ignored: the thimble. The thimble, she decides, doesn't have a real purpose as a game piece: with the car, one can zoom around the board in style. With the shoe, one can get the feeling of "walking" around the board. With the boat, one can sail. The cannon inspires competitive spirit, the iron flattens everything in its path. The top hat is for businessmen, and the wheelbarrow can lug