Games in Education BUILD SOCIAL SKILLS & COOPERATIVENESS ENGENDER FAIR PLAY & HEALTHY COMPETITIVENESS INSPIRE PLANNING & EXECUTION PROMOTE CONCENTRATION & OBSERVATION EXEMPLIFY PLAYING TO WIN WITH GOOD SPORTSMANSHIP ...AND TEACH A WIDE VARIETY OF SUBJECTS WHILE YOUR STUDENTS THINK THEY’RE JUST HAVING FUN.

BrochureBrochure #3#3 Revised Edition HistoryHistory && SocialSocial StudiesStudies

LET W.W.II BREAK OUT IN YOUR CLASSROOM AND ENCOURAGE IT. GAMA’S IN THE CLASSROOM REVIEW: HEROIC GREECE, JOAN OF ARC, MEDIEVAL FRANCE- IF IT’S HISTORIC THERE’S A TO BE PLAYED. WORKSHOP: USING HISTORIC BATTLE SIMULATIONS FOR INTRO. TO HISTORY CLASSES.

Version 2.0, Printed June 2003, GAMA, the Game Manufacturers Association. Permission to photocopy but not sell is granted. All other rights reserved.

1 Play For Education THIS IS THE THIRD IN A SERIES ... a series that has developed by our culling the best of those newsletter articles. Developed by teachers playing games in classrooms and publishing observations about their usefulness. SPECIAL NOTE It should be noted that, as with any creative work, not all games are for all ages. Be sure to check for content! PLANNED BROCHURES IN THIS SERIES: 1. An Introduction To Games In The Classroom. 2. Improving English skills with games in the classroom. 3. Teaching History and Social Studies through games. 4. Games to introduce and expand Math & Science concepts. THESE BROCHURES ARE FREE TO TEACHERS GAMA will provide a copy to any teacher who requests it. GAMA grants permission to teachers to photocopy this brochure at will, for your own use, to give to other teachers, but not for sale. We ask that any teacher who gets a copy contact us. We’ll add you to our growing mailing list of teachers who might use games in their classrooms, and we’ll mail you future brochures as each is published. THESE ARE LIVING DOCUMENTS This brochure and the series will evolve over the years. We’ll add more game reviews, including yours if you send it to us! You will History is full of colourful characters. Care to be one? Roleplay! gain a published work credit while benefitting other teachers. The point of this series is to share knowledge, the continually evolving knowledge of how to make learning more fun, how to engage students, and how to make your calling of teaching a bit more enjoyable. SEE INSIDE BACK COVER FOR SPECIAL PROGRAM NOTES Game publishers are naturally interested in teachers using games to educate. Some are willing to give you their games free, some are able to sell you games at wholesale prices.

Each year in early July thousands of game enthusiasts gather to play at GAMA‘s showcase convention Origins®, the International Game Expo and Fair. Amongst over a thousand scheduled events are demonstrations of new games and introductions to a huge variety of games. Naturally, David Millians gives a seminar(s) on using games in educational settings. In the future, depending on teacher interest, the seminars roster may include more and more seminars & workshops on this key element of getting kids involved and enthusiastic about learning. Contact GAMA’s Executive Director for more information.

GAMA CONTACTS:

For Publications: GAMA Publications Request 80 Garden Center, Ste.16. Broomfield, CO. 80020 Phone 303-635-2223 Fax 303-469-2878 The objective of the Game Manufacturers Associa- tion is to promote the general interest of all persons Games in Education: David Millians email [email protected] engaged in the buying, selling, licensing, or manu- Games in Education: Richard Martin-Leep email [email protected] facturing of gaming products. Naturally, if we can GAMA Executive Director: Mark Simmons email email ma.org help you teach with games we all win!

2 GAMES IN EDUCATION: HISTORY & SOCIAL STUDIES

This is the third Games In Education brochure. It is a good IOWA COUNCIL FOR THE SOCIAL STUDIES time to remind the readers that the articles you read are from by Marvin Scott a collection gathered by David Millians over the span of his teaching career. Throughout the issue are photographs with Sometimes things don’t turn out as expected. Certainly that captions, since the photos are of current games they often do was true for my presentation to a small group session at the not relate to the article they are placed near. However we do Iowa Council for the Social Studies. Last year my presentation hope you enjoy seeing the children’s delight while learning had drawn a crowd of two, so this year I planned accordingly. I from playing games in the classroom. packed my case with books, magazines, and a collection of Using games as teaching tools is not a new concept. Several games for two or more players. I expected that my presenta- methods of teaching have advocated for decades that during tion would be a demonstration of World War I naval fighting play adults and children are more open to learning. “Adults” using Fletcher Pratt’s rules. I felt extravagant running off you say? Peter L. de Rosa uses in one of his adult twenty-five copies of my handout. It included an outline about education courses at Newbury College. Look for his workshop teaching with games, a bibliography, and some GAMA mate- on page 4. The lessons learned through play are more mean- rial. ingful and stay with the learner longer than through some of Convention day was broken into five sessions of fifty minutes. the traditional classroom practices. My presentation was in the second. There were ten minutes It is very important for the Teacher to facilitate the Processing between sessions, so I was very busy unpacking. I put the in the classroom. A Game is merely a tool to provide the books on the tray of the chalkboard, pinned magazines to the learners with a common experience which they can then bulletin board, and spread models on the table next to the discuss. That is worth reiterating; the game is a common overhead projector. As I did this, it gradually dawned on me reference because the learners have all shared in the experi- that the room was filling. There were over thirty people. So ence of having played the game together. Once the learners much for Fletcher Pratt and Plan A. Was there a Plan B? have a common experience, the discussions that follow, help the learners to speculate, theorize, draw conclusions, explore Not really, but there was my outline on the handout, and it did many directions, and Process the experiences into meaningful serve as a basis for a lecture. I asked hobby gamers to raise lessons. their hands, and only two hands went up, so i did a basic introduction to gaming. I used the overhead to project the Enjoy this issue of Games In Education, silhouettes of my plastic Romans, Athenian triremes, USS Richard Martin-Leep, Monitor, and CSS Virginia. I tried to weave in stories of teach- Assistant Editor and Layout ing with games so they fit the outline. Time flew, and with twenty minutes left, the lecture was over. Now what? As a sort of afterthought, I had packed my Singapore game. It is a little role play or free kriegpspiel of the British navy defend- ing Singapore in 1941. I put the transparency on the screen Editor, David Millians, Paideia and sketched a map on the chalkboard. The group discussed School, Atlanta Georgia, USA. the problem asking a number of skeptical questions. I gave Many teachers know that games them a very factual briefing. I gave them time to discuss are quite useful in the classroom. among themselves, then asked their decision. Most of them Some of them have been contrib- chose to steam the Prince of Wales and Repulse out to meet uting their knowledge to the the Japanese invasion fleet just as the original commander had. Games in Education newsletter A few days later they were sunk by Japanese aircraft. It was fun that Atlanta teacher David to discuss the significance of this event with a group of sophis- Millians has been publishing for ticated adults. As they filed out of the room, I realized I had not eight years. even shown them my World War I ships.

Mark Simmons is the Executive Director for the Game Manufacturers Richard Martin-Leep (-RML-) is Editor Association, GAMA, as well as of Games Quarterly Catalog and has publisher of Games Quarterly been working along side Executive Catalog. He works and plays in and Director Mark Simmons for many around the “Crowned City of the years. Planes” in Colorado.

3 THE SPANISH-AMERICAN WAR: SPLENDID LITTLE WARGAMES by Marvin Scott In the years I taught U.S. history, the Spanish-American War was always one of my favorite topics. It was nice to study a war small enough that the students could understand it, and it seemed to offer lots of possibilities for games. When doing the causes of the war, I used my game 1898. Essentially, this was a simulated meeting of President McKinley and four advisors representing the army, the navy, the Depart- ment of State, and a political expert. Each advisor briefed the president, and he or she made a decision. This process took place in groups of five. There would be several such groups in each class. After running 1898 a few times, it dawned on me that I could also game the early parts of the war. I used one of my classroom maps - a world map. I put some colored markers on the map. I made my markers by cutting a piece of bright colored card- board into a square about 3/4 inch on a side and putting a loop of masking tape sticky side out on its back. These I used to mark the location of Spanish fleets (red markers) and American markers (blue markers). I pointed out the Spanish fleet crossing the Atlantic and asked my presidents, “How will you react to this?” I also pointed out Admiral Dewey in Hong Kong and the Spanish fleet in Manila Bay and asked, “What are your orders?” Usually the presidents would send Dewey to Manila. Then I could tell them that the navy had won a great victory. The Spanish fleet crossing the Atlantic usually made it to Cuba and safely into Santiago Harbor. Then the question was, “What CAPTURED BY LEARNING! do you do now?” Typically they would move the American fleet to Cuba and often send the army as well. At that point the class would revert to a conventional discussion of the war.

I also had the requirement that students make oral reports. One possibility was that the student fight a replaying a historical battle and report on the battle and wargame. One student chose to refight Manila Bay. One day after school we shoved all the desks off to the side and laid out Manila Bay on the floor. It’s about 25 miles wide, so it took up a lot of space. We marked the shore line with string held in place by masking tape. For ships, we used cardboard cut into ship silhouettes. The student commanded Dewey’s fleet, while a friend of his played the Spanish commander. In this case, the Spanish were more aggressive, and Dewey lost the battle! Part of the reason for the outcome was the rules. I selected some rules from Donald Featherstone’s Naval Wargames, but I have looked at other rules too, and none makes it likely that the Spanish will shoot as poorly as they really did at Manila Bay. They hit about one in one thousand shots. No matter what the outcome, the game provided my students with the basis for an oral report. He had been pretty reluctant to do oral reports before, so in one sense he won. Planning, and forethought are two of the skills learned by playing strategy games, which often are placed in historical settings.

4 EIGHTH & NINTH GRADERS RE-FIGHT After lunch both sides developed their plans using the consensus method. Once the plans were made, the troops were deployed, MERICAN IVIL AR A C W and the battle begun. Both sides had reasonable dispositions. BY JIM BIRDSEYE Both were told that they had advantages yet known to them if they knew something about the battle. The South had rail This past February’s Game Day in Augusta offered a new reinforcements from the valley, if they could tell me about them, opportunity for the Augusta HMGS crowd. Greg Poole was and if the North had only half their numbers on the field. The invited by one of junior members, Phil Stacy, to attend the North was told over and over that they had equal forces to the game day. Greg is Phil’s history teacher. During the game day confederates on the board.... Unfortunately they relied on the Greg watched an American Civil War game, Napoleonics, encyclopedia which had scant info on the battle. The South Ancients, and WWII games. He was impressed by the quality of figured it out at the last minute and got their fresh divisions, the games and by the fact that more than half the thirty which saved the day. people attending were under age 17. He asked if we would help run an American Civil War game for his students at The North had the best plan. The commander selected his Hephzibeh Middle School in Hephzibeh, GA. I said I would, and weakest divisions to demonstrate against the southern center we did. Greg selected 17 students to play the battle. while two stronger divisions conducted double envelopments on the flanks. He placed one division in the rear as a reserve. The I elected to refight the first major battle of the war, Manassas. Southern commander spread his brigades across the whole The actual commanders on both sides were as inexperienced as table, defending the stream banks. Only in the center were any Greg’s student commanders, and the battle was fairly straight- of the brigades mutually supporting. The Union attacks defeated forward. Greg selected the school library for the site, and we set the defenders, destroying the unsupported brigades and forced up a game area about twelve by six feet. the Southerners out of the works in the center by enveloping them. The students quickly mastered the rules, and in the four Each student received on brigade and one battery. Two bri- hours we played they understood the game and the nature of gades made a division for the North, and one of the brigade combat in the American Civil War. commanders was designated division commander. On the South side, three brigades were a division. We were using Fire The game was going so well that the Principal gave permission and Fury rules, so the students got a brief run through the rules to extend it by two periods. The last part of the exercise was a and then split into their two sides. debriefing. Each side explained its plans and objectives and evaluated its performance. Although the South was saved by the The overall commanders picked teams and organized for the intervention of the fresh divisions, they had lost four complete battle. Both sides assigned a reconnaissance team to map the brigades and had six mangled (50% losses), plus three batteries battlefield, and the rest headed to lunch. The tables were in a lost by the time it arrived. The North lost one brigade and had “well” in the center of the library, and we were drawing big three mangled, plus one half battery when the game ended. As crowds of interested teachers and students. A number ex- judge, we had to give a marginal win to the confederacy but a pressed envy of those selected for the honor. The Principal was tactical win to the North. Both sides had started with 25,000 especially interested. As of yet, very little had happened. men. The South lost 9,000 and added 5,000 during the battle. The North lost 4,000, and had they figured it out, they could have added 12,000. A second day would have had 21,000 confederates facing 33,000 Unionists. Greg has expressed a desire to do other things, and we are considering an Ancients tournament between middle schools or perhaps just another demonstration game. Each student got an HMGS historicon afteraction report and Cold Wars program. All seemed to have a good time.

In this photograph what may be looked upon as a map of the United States is in fact a game with a purpose - to provide an opportunity for learning.

5 WORKSHOP: Bridgewater State College are fairly typical of these. They consist of forty or so average, somewhat apathetic but generally WARGAMES IN INTRODUCTORY HISTORY COURSES cooperative students meeting some type of distribution require- by Peter L. de Rosa ment. I had not used Origins in the Merrimack version of these classes, believing that the rules were too complex for freshman To date, I have used wargames as a teaching aid in history and the mechanics too awkward in a bigger class. courses at three Massachusetts colleges. These include Merrimack College, a small Catholic school in North Andover, Large numbers of teenagers, counters, and dice did not seem to Bridgewater State College, a medium-size public institution, and be a great combination. I would be interested in hearing Newbury College, a junior college in transition to four-year otherwise. Still wanting to use wargames in these classes, I status. This article presents some conclusions drawn from using designed Stratagem, a simple military and diplomatic game board games in three different environments. with only limited historical pretension. Essentially, it is a paper and pencil wargame based loosely on the Origins system, Simulations bring several advantages to history courses. First, especially Origins of World War I, also designed by James they illustrate certain problems faced by historical leaders. Even Dunnigan and found in Sid Sackson’s and with hindsight, students find that running a country is not all possibly in The Avalon Hill General. that easy. Still, it offers them a chance to learn history by actually doing something historical. Wargames are an alternate means of Stratagem has two pages of rules plus scenario instructions presenting historical information, thus reinforcing course which provide player strengths and objectives, a chart for material. The game format can help students develop decision- recording moves and attacks, and historical information. So far making, negotiating, and analytical skills. finally, they represent a there are scenarios for the Age of Discovery, the period before welcome break in the traditional lecture format for both the World War I, and the Appeasement Era. The class plays in instructor and the students. groups, usually four to seven depending on class size, each with five players and a moderator. The latter chairs the group and The first game tried was Origins of World War II (The Avalon records player activity on the scenario chart. Because the Hill Game Company, 1971) in a Twentieth Century European moderator runs each group’s game, the instructor is free to History course at Merrimack College. This class consisted mostly wander around the classroom and observe, give advice, answer of upper division history and political science majors who rules questions, and generally be a nuisance. When it is over, the tended to be good students. Using Origins linked well with their moderator’s chart is a good record of the group’s game. I tried assignment to read A.J.P. Taylor’s The Origins of the Second Stratagem in only one course at first, figuring that it would be World War. Prior to the exercise, each student received a packet better to botch one group than all of them. Again, however, containing a rules summary, schedule, grading information, wargame use was successful. They are now part of all of my playing hints, and forms for deploying Political Factors and courses. recording diplomatic contacts with other countries. The class was divided into three playing groups, with the democracies Finally, I use wargames in a World Civilization course at getting multiple players. Newbury College. This is an adult education class taught at a satellite campus. The course is required and student quality The simulation ran for five fifty-minute periods. The first class varies immensely. Classes are small and usually meet one night a consisted of a lecture on historical simulation and a dry run to week. It is an ideal situation for experimentation. familiarize students with game mechanics. Essentially, they were walked through the first two turns. This process clarified virtually Generally, the better classes get either version of Origins, while all of their rules questions. Two turns were then played in each the others play Stratagem. All three have worked so far. of the next three classes. The last period was a discussion of the exercise. The students received discussion questions, historical PROCEDURES: information, and a summary of each group’s game before this Basically, these steps work when using simulations: class. The summaries benefitted from my requirement that students record their diplomatic contacts and submit their (1) Distribute the rules and other supporting materials to records to me when they were done. As expected, player plans the students in advance. and negotiations often misfired due to treachery, misfortune, or (2) Introduce simulations by explaining how they are used better opposing play. in the military, business, and other fields. The employ ment of jury simulation firms in the O.J. Simpson trial is The students reacted enthusiastically to the whole process. On some thing they may have heard of. written evaluations, twenty out of twenty-two participants rated (3) Review the rules. it an A, with comments on it being “enjoyable,” “hands-on (4) Conduct a dry run by having the class as a whole play look,” and “new perspective” on the 1930’s, “fun,” and a useful two or three turns. Record their moves on the black lesson on diplomacy and “back-stabbing.” Overall, Origins board and point out historical similarities and possibili- worked well in a moderately-sized, upper-division course for ties. Assign students to groups. history and other related majors. (6) Instruct each group to play a practice turn or two to increase rules understanding. While Merrimack offered an ideal situation for an initial foray (7) Start playing. Depending on the amount of negotiation, into classroom simulation, most history teaching loads include it usually takes about ninety minutes to play either large introductory courses. Western Civilization classes at Origins and roughly seventy-five minutes to do Stratagem.

6 (8) Close the exercise with a discussion. Give questions to those who hate playing games. In addition, simulation’s them in advance. Start the discussion by summarizing mathematical aspects interest business, science, social each group’s actions and comparing them to what science, and computer majors. happened historically. The moderators, if you use them, (3) Assume nothing. They will not necessarily do what is can be helpful in analyzing player activity. logical or historical. Games can produce really strange (9) Grade the exercise. This ensures that the students will results. approach the simulation seriously. Grading can be done (4) Anticipate rules comprehension problems. Expect to leniently. My students are told that all they really have explain and re-explain constantly. to do is humor me for a week or so before reverting to (5) Use simple games. With a commercial product, give normalcy. Attendance, participation, and discussion are them a rules summary written in plain English as all suitable grading criteria. opposed to wargames. (6) If circumstances permit, use simultaneous submission of OBSERVATIONS: orders and moves, a la Diplomacy, and require them to (1) Classroom gaming has been very popular so far, nor- keep a record of their negotiations. Both help in post- mally getting a ninety percent approval rating from the exercise analysis. students, regardless of the college or type of class. (7) Schedule a dry run. This is essential. Sometimes students who have vanished from the (8) Encourage them to use their bad personality traits. course appear magically for the simulation, prior to Remind them that engaging in power politics is a good disappearing permanently. Conversely, it is irritating to excuse for being a miserable specimen of humanity. realize that students prefer playing games over listening (9) If class size permits, use board and counter games. It is to my lectures. easier for the students to visualize matters, and rolling (2) Most students think they learn from the exercise. the dice is fun. Stratagem sacrifices these advantages (3) Students react to these in a variety of ways. There are for simplicity and ease of use. rules lawyers, loose cannons, double-crossers, and (10) Have some type of evaluation of the exercise. those ruled by indecision. Some trust all, others no one. (11) Make further information on wargaming available for Many take it very seriously, down to constructing anyone who is interested. You never know when you perfect plans for each country before playing. Those are going to convert someone. experienced with computer games, Risk, Chess, wargames, and military simulators like it the most. Some act totally out of character. It is not unusual to see mild mannered types turn hyperaggressive or treacherous during the course of a game. (4) The biggest problem is rules comprehension. Many do not read the rules carefully if at all. They often treat this like any other assignment and do as little as possible. Others cannot make the necessary conceptual leaps on their own. This is not surprising in that most people learn games by playing others. Volunteers for modera- tor are often those who feel totally lost. This can bring confusion to their group. Overall, about one-fourth learn the rules by reading them, another quarter after listening to explanations, a third group from attending the dry run, and the rest by playing the game. (5) A secondary problem is the limited amount of negotia tion. Many groups work out deals early and stay with them regardless of circumstances. fortunately, someone usually breaks an alliance and creates havoc with these arrangements. (6) Other faculty members show at best a polite interest in what you are doing. They are sympathetic but not really interested in this type of approach.

FREE ADVICE (FOR WHAT IT IS WORTH) (1) Schedule the game near semester’s end. Most students have papers or projects due at this time, and wargam ing gives them one less course to worry about. It also Children and adults are open to learning during play. As adults we breaks the traditional lecture-style course nicely. sometimes forget the importance of play and some adults forget “how” to play. The lessons we learn while playing or from playing, (2) Be ready for skepticism. Students expect nothing but make lasting and meaningful impressions. Game play is a social misery in required courses, so they assume that this activity. exercise will not be any different. Normally about half believe they will dislike it. Explaining that it is intended to be fun and more importantly that it is an easy grade helps. Conversely, the moderator position is good for

7 WORLD WAR II WARGAMES FOR THE CLASSROOM found in Fire & Movement 81 (July/August 1992). The game is available from Louis Coatney, 626 Western Avenue, Macomb, by Peter L. de Rosa IL 61455, in kit form for $15 or for $25 assembled. Any educator looking for wargames for the classroom will GERB can also be obtained from the ERIC Document Repro- discover that it is difficult to find an appropriate one. Most duction Service (EDRS), CBIS Federal, 7420 Fullerton Road, wargames are too complex for college students and it can be Suite 110, Springfield, VA 22153-2852; 1-800-443-3742; expensive to purchase sufficient copies for even a small class. In [email protected]. ERIC is a massive collection of educa- addition, most class periods run fifty to seventy-five minutes and tional materials on microfiche sponsored by the Department few games, even with experienced players, will fit into that of Education. Most large libraries have the collection or can timeframe. Games designed for classroom use must be easy to obtain a specific microfiche for you. Otherwise you can order a learn and set up, playable within standard class periods, bal- copy directly from EDRS, usually for about $2. The website has anced, and inexpensive. In addition, they should have support- their current prices. GERB has two editions on ERIC (1st edition: ing historical information and the potential to encourage further ED 287786, 2nd edition: 361256). Coatney allows free educa- educational exploration. The four following games all fit these tional reproduction of the 2nd edition. ERIC also has Coatney’s criteria. interesting paper on libraries and simulations (ED 330339). Thus, using GERB could also serve to introduce students to the The first two games are by Louis R. Coatney, who has designed useful ERIC system. seven World War II Eastern Front simulations, and one on Guadalcanal. 1st Alamein: July 1942 represents his first efforts on In 1986, rather than whine about the decline of historical North Africa. This is a fairly simple game, billed as the boardgaming, Game Designers Workshop attempted to make Beginner’s Edition for The Battles of Alamein, also available boardgaming accessible to newcomers with their introductory from him. It features a 13 by 12 hex-sized map, 31 units, 5 game The Battle of Moscow [BOM].The simulation came in pages of rules, and 3 pages of charts and tables. Coatney booklet form, complete with essays on learning wargaming, the provides ample designer’s notes and historical commentary, as hobby, GDW, and Operation Typhoon (the scenario covered in well as an annotated ludography of North African games. BOM). The game was ideally suited for beginners with only 4 pages of rules, 1 page of charts, a 10 by 14 hex-sized map, and 1st Alamein plays fairly quickly (an hour or so) and would be 36 units. BOM was balanced and played in a short amount of manageable in two fifty-minute class periods (including setup). time. Best of all, it was free, being available at conventions, by There is one scenario covering Rommel’s July offensive. Each of mail from GDW in exchange for postage, or with purchase of the ten turns has reinforcement, airstrike marker placement, Great Patriotic War. GDW later followed this experiment with movement, combat, unit recovery, and victory determination the Battle of Basra, a tactical game based on the First Battle phases. The game is balanced and the designer includes infor- system. mation and materials for running a tournament. Sadly, GDW folded in 1996, leaving BOM homeless and out of 1st Alamein can be obtained at Coatney’s home page at http:// print. Frank Chadwick, GDW patriarch and the game’s designer, www.wiu.edu/users/mslrc. He allows free reproduction for personal educational, and library use. The website includes instructions for downloading 1st Alamein, reviews of Stalingrad and 1941, comments on his other games, naval modeling information including plans for an introductory destroyer model, Civil War naval rules, and a Pascal Subprogram for World War II . In short, his website is a good way to intro- duce students to wargaming and history on the Internet. The game has also been reprinted in the January and February issues of the Strategist, the newsletter of the Strategy Gaming Society. These issues are available for $2.50 total from George Phillies, 87-6 Park Avenue, Worcester, MA 01605. Make the check payable to SGS. The second Coatney game is German Eagle vs. Russian Bear: A World War II Russian Front Boardgame Kit [GERB]. This particular game is more complex than Alamein with about fifteen pages of rules. The game’s relative complexity is allevi- ated by its logical flow, a comprehensive example of play, and its small size (12 by 8 hex-sized map, 39 units on the board to start. Coatney believes that GERB is appropriate for grades 8 and Appealing to the morbid side of humor is a titled Plague & up, but it seems more suited to the college level. Pestilence. Players grow the population of their town, sometimes at the expense of other players’ towns. The game reflects the effects of population The sequence of play includes weather, reinforcements/replace- vs. available resources in 14th century Europe. When the Black Plague hits ments/fortification, movement and combat, undispersement/ (acting as the great equalizer) players keep tally of their population counts. refit, and victory determination phases. GERB includes five At the end of the game, the player with a population of any number can scenarios, with the Barbarossa one playable in about an hour. lay claim to having survived the plague! More than a math game, it opens discussions about the profound affects and effects the plague had on the Overall, the game captures the major aspects of the Russo- people of the time. The cards are designed as 14th century wood cuts German struggle nicely. A review and designer’s notes can be adding a flavor of the period. Available from Hillary's Toybox 785-776- 3507ph. /3551fax [email protected]

8 subsequently gave permission to post the game at the Web REVIEWS - SOCIAL STUDIES Grognards site on the Internet (http://www.grognard.com). Notes on Reviews This site is by far the most comprehensive source of historical boardgaming information on the Web, with links to just about Different kinds of games and different areas of instruction necessi- every other wargaming site. The BOM section also has Thomas tate different kinds of reviews, so not every review parallels every Lane’s game extension originally published in Battleplan #7. other in forma and content. Almost every game reviewed here incorporates generally beneficial exercises in problem solving, My own desire for a fast-playing wargame appropriate for reading, social skills of many sorts, and strategy. classroom use led to the design of Stratagem, which has two World War II scenarios. This game is ultrasimple with only two All of the review have the following categories. pages of rules, one page of optional rules, and a sample turn. Each scenario has an objectives chart, a game chart, and a Subjects: These are as inclusive, clear, and broad as possible. chronology. A moderator records the players’ moves on the game chart, and combat is resolved by a simple exchange. The Age Range: The age range for a game assumes some adult system is derived from Origins of World War II, but it is greatly introduction or supervision. Many of these games can be played simplified. Generally, the other players are doomed unless they independently after this introduction, and some require ongoing can ally against Germany. Stratagem works well in a large class, supervision, which is specified in the text of the review. and the students enjoy it enough so that its use should not harm Time: This is a rough guide for how the minimum time necessary the hobby to any great extent. Copies are available from me. E- to play the game. Many of these games are more productive and mail me at: [email protected] for instructions. enjoyable given more time. Some materials serve more as teacher Finally, the text of James Dunnigan’s The Complete Wargames resources and so do not have times. Most of these games can be Handbook can be found online at http://www.hyw.com. Any divided or restructured to fit better into a set schedule, and many instructor seeking to use wargames in the classroom, or anyone can be shortened or extended. simply interested in learning about them, should start here. Department of History, Bridgewater State College Ars Magica Subjects: medieval history & culture, problem solving, reading, Bridgewater, MA 02325; [email protected] social skills, storytelling, strategy Age: Range: 10 and up Time: two hours

Ars Magica, a role playing game, has two outstanding educational aspects. Its setting is medieval Europe, but in this version medieval beliefs are true. Dark forests hold greater dangers than wolves and greater wealth than fire wood. The laws of nature are not modern. Players gain a unique, rich view of the Middle Ages. This game is also carefully designed to encourage storytelling and creativity. This game has many useful supplements, including A Medieval Tapestry and Ordo Nobilis, both of which provide rich information on medieval society. These sorts of background books are valuable whether or not you are using the game system or setting for which they were produced. Both describe clearly and accurately the variety and complexity of the Middle Ages. Each includes an extensive bibliography. Medieval Bestiary is a fascinating supplement for the game, for it describes the creatures of the medieval world from that mindset. Geese were thought to sometimes hatch from a coastal barnacle, and fantastic creatures roamed the peoples’ imaginations and mysterious, faraway lands.

Atlas games, PO Box 131233 Roseville, MN 55113 651-638-0077 [email protected]

GURPS: The Generic Universal Role Playing System Subjects: simulation Age Range: 9 and up Time: 2 hours

GURPS is a generic system of role playing rules applicable to almost any genre. All of the fundamental elements are covered, so you can spend your time designing and running your own particular stories. At the same time, it remains flexible, and you can customize those Geography games come in many formats. Finding one or elements that fit your interests and needs. Keep only the rules you more both age and skill appropriate for the classroom is not find useful or evocative and get on with the story you want to as hard as selecting from the many offerings. continued next page 9 share. like taxes, masquerade balls, executions, and church interventions GURPS has many supplement. Some are settings, often described all play their part. best no where else, and include Alternate Earths, Arabian Nights, Deceptively simple, this game can take a little practice to allow for Aztecs, Camelot, Celtic Myth, China, Cyberpunk, Dinosaurs, Egypt, smooth play, but my students absolutely love the intrigue and Greece, Ice Age, Imperial Rome, Japan, Middle Ages, Old West, glamor of the game. They have begun to develop variant rules and Robin Hood, Religion, Russia, Swashbucklers, Time Travel, and details. Vikings. These publications give a thorough exposition on the subject of their title, usually from several points of view. R & R Games, P.O. Box 130195, Tampa, Fl. 33681-0195 GURPS Arabian Nights, for example, can be used as a strictly 813-835-0163 www.RnRGames.com historical presentation of the complex cultures of the historical Middle East, and it also has material on the exotic elements of the literature and the various beliefs of the peoples. Pendragon GURPS Dinosaurs provides game data and the latest paleontologi- Subjects: literature, medieval history, problem solving, reading, cal theories on life forms from the Paleozoic to the earliest humans, social skills, strategy from the ammonites, early fish, and insects to later thunder lizards, Age Range: 10 and up birds, and mammals. It is recommended by the Dinosaur Society. Time: 2 hours Many pages are devoted to game system data on the various animals, and many teachers might find this extraneous or off This is a role playing game of Arthurian literature and can also be putting, but the other material within these covers is rich and well played as historical fiction. The games rules are straightforward presented. This book also includes ideas for encountering such initially but develop wonderful complexities as play continues. creatures. Much of the later material also ties in well with Steve Their is special emphasis on the personalities and passions of the Jackson’s GURPS Ice Age, providing a host of other possibilities for characters, creating an evocative mood and leading players to simulations and encounters. Send your students off to explore willingly act in ways contrary to reason but well in line with the distant times; have them live as the Neanderthals did or might expectations of their roles and society. have); even have them investigate stories of creatures surviving into This game has numerous supplements, many of them wonderful our own times from long ago. Armed with the ideas in this book, cultural and historical resources for teachers. Beyond the Wall their discoveries will be earthshaking! explores the peoples dwelling in what is now Scotland, more often known by the Romans and in the early Middle Ages as Pictland. Steve Jackson Games, PO Box 18957, Austin, Texas 78760 Land of Giants covers early medieval Scandinavia. Pagan Shores 512-447-7866 www.sjgames.com describes Ireland through history and literature. Savage Mountains presents the cultures and history of Wales. Saxons! Covers the Germanic peoples invading the British Isles in the fourth, fifth, and Joan of Arc sixth centuries. Subjects: medieval history, problem solving, reading, social skills, strategy Green Knight Publishing 900 Murmansk St. Suite 5 Age Range: 10 and up Oakland, CA 94607; 510-302-0391 www.greenknight.com Time: 3 hours

This game simulates the intrigue and economics necessary to Rebs & Yanks pursue the domination of France during the Hundred Years War. Subjects: problem solving, reading, social skills, strategy Players represent Brittany, Burgundy, England, Flanders, France, Age Range: 9 and up and Navarre. The map is beautiful and evocative, the rules brief Time: 20 minutes but disarmingly subtle. Students can control a number of factors and develop elaborate strategies, but unexpected events such as This is a simple card game of US Civil War battles. It is less rigid uprisings, plague, weather, and curious alliances cause widespread than other such depictions, allowing for quick learning and play. effects. The game’s interacting elements produce numerous Opponents attempt to assemble a hand containing troops and a questions about fourteenth and fifteenth century Western Europe. commander before the other can do so. There are also cards for This game plays easily in teams, and my students divided their terrain and other tactical opportunities. groups into local lords and commanders. Turns can be resolved in This game can be used to demonstrate some of the general about thirty minutes, once the players are familiar with the game, elements of this historical conflict, especially the tendency of both so an extended game can be played a portion at a time. sides to commit large numbers of troops as rapidly as possible but often clumsily. As with many card games, it also make a useful Clash of Arms Games, Byrne Building #205, Lincoln & Morgan activity for math problem-solving and sequencing. Streets, Phoenixville, Pennsylvania 19460 610-935-7622 Stratamax Games 6238 Raintree Lane, Oaklandon IN 46236 317-823-1258 Overthrone Subjects: history, literature, problem solving, reading, social skills, strategy Age Range: 10 and up Time: 1 hour

Overthrone is a card game of revolutionary intrigue and rebellion. Players control provinces and courtiers, gaining gold and protect- ing it all with valiant musketeers. Sacre bleu, D’Artagnon! Turns consist of noble duels, attacking provinces, and bribing officials. Rebellions can overturn anyone’s careful planning. Special events

10 Settlers of Catan Road to the Whitehouse Subjects: problem solving, reading, social skills, spatial skills, Subjects: geography, government, politics, problem solving, strategy reading, social skills, strategy Age Range: 10 and up Age Range: 10 and up Time: 2 hours Time: 2 hours This game depicts the development and competition of resources This game is both powerfully educational and fundamentally and trade in an imaginary, stylized land. Players compete for raw hilarious. Players compete for votes and the presidential nomina- materials, trade routes, and development. Though the rules are tion by matching issues with their various candidates and by simple, their permutations are not. The game combines elements addressing or dodging events and challenges on the campaign trail of chess, train games, and card games. An expansion for the basic as they travel over the game board of the USA. Every tool of the games allows six players or teams to play, and Seafarers of Catan trade is available, though my students were quick to develop new expands the game to trade within and among islands. ideas and to examine old ones. Candidates include Donald Grump, The art of the game depicts the Age of Exploration and beyond, Governor Billy Joe Saltine, Anne Serious, and Vice President Earl and the cover art for Seafarers of Catan depicts early contacts Goodheart. Have we met some of these people before? Events can between explorers and native peoples. The game itself can be used alter everyone’s strategy and include weather issues, the death of a more generally to examine the challenges of limited resources, celebrity, international events, and economic shifts. trade, and other economics. This game requires some introduction to run smoothly, but once [This is one of a series in the Catan themed games, all are very student have a sense of play, they will charge ahead with verve. The good.] game has a strong sense of satire, and exploration of this aspect can lead to informative discussions. Mayfair Games, 8060 St. Louis Ave. Skokie, IL 60076: 888-458- 9150 [email protected] Mayfair Games, 8060 St. Louis Ave. Skokie, IL 60076: 888-458- 9150 [email protected] Short Roleplaying Simulations for History Classrooms Subjects: problem solving, reading, social skills, strategy Sagarian Age Range: 9 and up Subjects: problem solving, reading, social skills, strategy Time: 1 or more hours Age Range: 10 and up Time: 1 hour Rich Giacomo has developed a dozen simulation games covering issues and events in world and US history: Roman Emperor, My students love Sagarian! This game is the new rage in my Medieval Conversation, Martin Luther Trial, French Revolution, classroom. It has some similarities to Trivial Pursuit, but it is wildly Taking Colonies, Great Powers, World War II Debates, Cold War, more varied. My students play it with pride in their knowledge and Reconstruction, Strike, and Hippie Day. All have their foundation in skills, some serious and some very goofy. There have even been the serious history which they address. Added to this are dramat- challenge matches! ics, color, and flexibility which readily entice students into the Sagarian is played on a colorful board divided into the Outer Ring, thorny issues raised. The Maelstrom, the Inner Ring, and the Fire Ball. Students, in my Each game can be used on its own, and each contains all you need class teams of students, begin in the Outer Ring and have six to play, though many teachers will naturally add still more informa- challenge Cards. The winner is the first person or team to reach the tion, costumes, and other play aids. Debriefing questions and Fire Ball with no Challenge Cards. These cards are discarded by conversations are included for each activity. challenging other players to attempt them. Some are questions, and others require various feats. Arriving at the Fire Ball with Rich Giacomo, 2486 Aram Avenue, San Jose, California 95128; Challenge Cards still in hand requires the holder to attempt them! 408-286-6104; [email protected] Most of the play of the game, however, has players rolling one die also available through Social Studies School Service at or two, their choice at any time, and moving around the Outer 800-421-4246 Circle. After at least one complete circle, a player can descend into the spiraling Maelstrom, which eventually deposits them on the Inner Ring. Questions from Universal Cards and Black Hole Cards Siege occur in most every turn. The former are factual with fields like Subjects: history, problem solving, reading, social skills, strategy people, places, and things. But these cards also include categories Age Range: 10 and up like, “Things you ought to know.” Though miffed at such presump- Time: 40 minutes tion initially, my students have since come to the conclusion that those are things they ought to know, and if they don’t, they’re Siege is a careful simulation of medieval castles in warfare. An learning them! attacker and defender jockey to bring their differing strengths to Black Hole Cards are some of the most fun and ludicrous of all. One bear before the other can do so. It is easier to launch an attack and already infamous card asks if a player can touch his nose with his advance your forces than it is to carry it through, for even the best toe. If so, she can advance three more spaces. But if she can touch offense can mire in moat or boiling oil. Likewise the defender must someone else’s nose with her toe, she can advance ten spaces! move carefully or lose valuable elements through impetuosity. Both Another card asked if the player could touch his elbows behind his sides must receive supplies in order to sustain their forces. Special back. He couldn’t, but the card said he could advance five spaces events range from plagues to papal limitations on one side or the anyway, because “it was fun to watch you try!” other. Students find fascinating both the strategy and the historical Sagarian is a sophisticated but accessible game, for students and background of this game and enjoy the flow of an extended game. the classroom. Those observing the game often call the right to play the winner.

Sagarian Entertainment, 101 Robeson St. Suite 107 Iron Bear Studios, 6462 North 85th Street, Milwaukee, Wisconsin, Fayetteville, NC 28301 919-676-1295 www.sagarian.com 53224; [email protected] www.ironbearstudios.com 11 Afrika Korps: The Desert War as needed or required. Subjects: arithmetic, critical thinking, geography, higher order This game provides a fascinating exploration of the modern airline thinking,history, map reading, planning, probability, problem industry and business practices. While it will take some time to solving, social, skills, spatial skill, strategy, vocabulary explain and set up with students, it can then provide hours of Age Range: 12 and up simulation and conversation. A good discussion would be how well Time: 1+ hours the game simulates reality. There is also an Airlines 2 This boxed game heralds itself as a simulation of platoon level conflict in the deserts of North Africa. Here tank commanders Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; attempt to take the possibilities of the armored fighting vehicle to 205-957-0017/0016 fax [email protected] its limit and set the stage for many battles later in World War Two. The scenarios, all fifty of them, all of them historical, use the Panzer Grenadier rule system for resolving conflicts. This is not the simplest system, but neither is it overwhelming. Give Bounty: A Game of Piracy, Commerce, and Adventure yourself and then your students time to gain familiarity with special Subjects: math skills, problem solving, social skills, spatial skills, rules about movement, range, morale, and minefields. strategy & planning. This game can be an excellent simulation, especially if different Age Range: 8 and up students command separate units and must coordinate their Time: 30 to 60 minutes actions and information in order to achieve victory. You can also hand this to a group of interested, older students and let them Bounty is a swashbuckling strategy game in which merchants, explore possibilities themselves. warships, and pirates pilot the great ocean in search of exotic cargoes such as silk and spices, treasure, and survival. Four players Note: It has been suggested that a teacher planning to use this or four teams can compete to become the wealthiest merchant by game have experience with wargames. the end of the game. The rules are simple and quickly mastered and taught. Players begin as merchants, but may secretly become Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; pirates or warships that serch out pirates. Cards drawn from the 205-957-0017/0016 fax [email protected] Treasure Chest change the course of the game with hurricanes, extra support, and trials. The game comes with plastic ships for markers and plastic doubloons for money! Airborne: U. S. Airborne Operations; Normandy, 1944 One of the better aspects of this game for classroom use is that the Subjects: arithmetic, critical thinking, geography, higher order length of the game can be tailored to fit your needs. thinking, history, map reading, planning, probability, problem solving, social skills, spatial skill, strategy, vocabulary Evil Polish Brothers, LLC 1171 W. Chapala Drive Tucson, AZ 85704; Age Range: 12 and up 520-229-8710 Ph/fax www.jumpgame.com Time: 30 minutes or more [email protected]

This boxed game heralds itself as a simulation of platoon level conflict in the countryside of northern France. U. S. troops struggle to capture and secure bridges, crossroads, and towns. The sce- narios, all twenty of them, all of them historical, use the Panzer Grenadier rule system for resolving conflicts. This is not the simplest tactical wargame system, but neither is it overwhelming. Give yourself and then your students time to gain familiarity with special rules about movement, range, morale, and minefields. This game can be an excellent simulation, especially if different students command separate units and must coordinate their actions and information in order to achieve victory. You can also hand this to a group of interested, older students and let them explore possibilities themselves.

Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; 205-957-0017/0016 fax [email protected]

Airlines Subjects: arithmetic, critical thinking, deductive reasoning, geography, higher order thinking, history, logic, map reading, patterns, planning, probability, problem solving, social skills, spatial skill, strategy, vocabulary Age Range: High School Time: 1+ hours

This is a rich and complex game of national airlines. Players Games can take us to ancient lands and times long past when compete to organize and operate their growing companies. The civilizations were spreading across the continents. Some of these game offers a remarkable amount of detail and information. Hubs games challenge players with the tasks of developing civilizations, are clearly valuable, and some players will have regional subsidiar- exploring unknown territories, building roads and cities, and ies. A variety of resources must be gathered, conserved, and spent discovering new technologies and sciences. Games such as these enhance the classroom experience and go beyond text books.

12 Captain Park's Imaginary Polar Expedition Eastern Fleet: Naval Action in the Indian Ocean: 1942 Subjects: critical thinking, geography, higher order thinking, Subjects: arithmetic, counting, critical thinking, deductive reason- history, map reading, planning, problem solving, social skills, ing, geography, higher order thinking, history, life skills, logic, map strategy, vocabulary reading, patterns, planning, probability, problem solving, reading, Age Range: 12 and up social skills, spatial skills, spelling, storytelling, strategy, vocabulary, Time: 1 - 2 hours depending on the number of players writing Age Range: 13 and up This game is a hilarious romp through the tail end of the Age of Time: about 2 hours Exploration in the spirit of Phineas Fogg. Players compete to outdo Captain Park, whose fabricated expedition to the South Pole has Eastern Fleet simulates the between British India and Japanese- been accepted by the cultural and scientific elite. They must roam controlled Southeast Asia and Indonesia. This game covers every- London, collecting specimens, inventing stories, and avoiding the thing from ports to running out of fuel, from decoys to weather! jealous Captain, who would expose their fraud. Antique Shops and Movement and the placement of forces and resources are crucial Gift Shops provide mysterious artifacts and exotic photographs; the for any victory, and there's no relief coming from east or west. Hall of Records supplies plausible fellow adventurers, now sadly lost; There are eight full scenarios. The first covers the flight of Allied and the Gymnasium is a source of novel anecdotes. Having gar- forces from Indonesia, and others present the many convoys and nered a suitable collection, successful players can return to the raids that typified this conflict. There are even two scenarios about London Professional Gentlemen's Club and become heroes of the other directions British policy might have taken during the war. age without having set foot outside of England. The rules for the game are a bit complex, but convert your class- This can at the surface be a of strategy and details. room into a military headquarters, and go for it! Divide the class Students can also attempt to reconstruct particular, historical into two teams and give each team member a different task or ventures or explore the politics and competition behind the famous command of a particular unit or region on the map. adventurers. The better they know their history, the more skilled will be their play. You can pursue all sorts of follow-up activities to Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; encourage further studies in history, liturature (Around the World In 205-957-0017/0016 fax [email protected] Eighty Days) et al. www.avalanchepress.com

Cheapass Games 5212 NE 60th St. Seattle, WA 98115 Hammer of the Scots 206-526-1096/1097 fax [email protected] www.cheapass.com Subjects: arithmetic, critical thinking, geography, history, map reading, planning, problem solving, social skills, spatial skills, strategy, vocabulary Crusoe's Planet Age Range: 10 and up Subjects: arithmetic, counting, critical thinking, deductive reason- Time: varies ing, economics, higher order thinking, life skills, logic, map reading, patterns, planning, probability, problem solving, social skills, This is another of one of Columbia Games' excellent block war strategy, vocabulary games. It covers the Scottish Wars of Independence of the thir- Age Range: 9 and up teenth and fourteenth centuries. Opponents or teams take on the Time: 30 minutes or more roles of the Scots and the English. The rules are brief, clear, and or organized. The map is beautiful, and the pieces are sturdy. The In Crusoe's Planet, players compete to survive and escape after game includes two scenarios, Braveheart and The Bruce. The rules being marooned. A feisty and capricious computer runs the planet booklet contains a wealth of ideas and insights into the issues and and challenges the space sailors to survive its whimsies. Various challenges of this era. While the basic rules can be mastered in exotic flora and flora dot the landscape, and the players need to minutes, there are all sorts of interesting twists and turns to the understand and gather certain amounts and proportions of them in game. The French and the Norse can even get involved! order to succeed. At the same time they are exploring their environ- I have always played this as a team game in my own classroom. ment and trying to establish communication with the outside Each student commands on or two units on the board, quickly world. recreating the sense of nobles of many different allegiances and What seems to be a straightforward game of strategy is actually a interests trying to come together in order to defeat the men to the subtle simulation of economic issues, skillfully written and articu- north or south. lated by the game developers. Players or teams try to accumulate various resources within various constraints. The game can be used Columbia Games, P.O. Box 3457, Blaine, Washington 98231; 800- to demonstrate and simulate open markets of various stripes, 636-3631; www.columbiagames.com planned economies, and supposedly free and anarchistic circum- stances. The basic game rules are only a few pages. The game comes with substantial scenarios and commentary on its many Jade and Steel: Roleplaying in Mythic China possibilities, the equivalent of many lesson plans. Subjects: arithmetic,, critical thinking, geography, history, life skills, map reading, planning, probability, problem solving, reading, Leptopus Games, 7909 Bramblewood Drive #2A, Lansing, Michigan social skills, spatial skills, spelling, storytelling, strategy, vocabulary, 48917; [email protected] writing Age Range: 10 and up Time: The scenario requires several hours to complete. Ignore the lurid cover.

Jade and Steel is a sourcebook on ancient China in the time of the Three Kingdoms, a historical era of conflict and romance and the basis for countless anecdotes and lessons in China even today. The

continued next page 13 Quebec 1759 first part of the provides an excellent but brief overview of the Subjects: geography, history, logic, map reading, planning, society. The second part explains the character choices, which probability, problem solving, social skills, spatial skills, storytelling, include alchemist, geometer, and sword saint. The third section is a strategy, vocabulary scenario, For Love or Money, in which a young bride, a marriage Age Range: 10 and up deal, advisors, and a bandit are all more than they seem. The Time: 1 hour or more scenario is more than simply a series of battles or a simple story in which the characters have no real choices, for it has several twists This game's elegant map board of the St. Laurence River around and turns, much a the best Chinese tales. Quebec reflects both its clarity and its depths. The rules are short but cover every part of the game itself, a hallmark of Columbia Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; Games. Detailed notes provide an excellent overview of the issues 205-957-0017/0016 fax [email protected] surrounding the clash of European powers in North America in the www.avalanchepress.com middle of the Eighteenth Century. The playing pieces are wooden and will last through much handling and play. This game is rich with educational possibilities, especially in the The Journeys of Paul social studies. Students, however, can expand upon a play session Subjects: Biblical studies, critical thinking, geography, higher order with writing, research, and extended discussions. I had a group of thinking, history, life skills, map reading, planning, problem solving, players write after each turn. They had to write from the point of reading, social skills, spelling, storytelling, strategy, vocabulary, view of a common soldier in one of their own units and in one of writing their opponents. As you can imagine, even with the same basic Age Range: 9 and up facts, the accounts varied dramatically in content and tone. Time: 1 to 3 hours Columbia Games, P.O. Box 3457, Blaine, Wisconsin 98231; 800- The Journey of Paul is a fascinating strategy board game in which 636-3631; www.columbiagames.com players attempt to found churches and make friends in and around the eastern Mediterranean Sea in the first century of the modern era. No knowledge of the Bible is needed to play and enjoy the Rome at War: Hannibal at War game, though the game can, of course, be used as an introduction Subjects: arithmetic, categorization, counting, critical thinking, or for an in depth study of the New Testament. The rules are short deductive reasoning, geography, higher order thinking, history, and clear. The game makes clear the importance of building a language, life skills, logic, map reading, patterns, planning, following gradually, beginning with those initially devoted to the probability, problem solving, reading, social skills, spatial skills, new religion and spreading form there. Cards introduce opportuni- spelling, storytelling, strategy, vocabulary, writing ties and additional challenges for players. Age Range: 12 and up The map itself, stretching from Italy and Tunisia to Anatolia and Time: 30 minutes or more Turkey, from Dacia to the Sahara Desert, is worth the purchase price of this game. If you plan to explore the Roman Empire with This box of scenarios covers the Second Punic War. Hannibal and your students, even ignoring the rise of Christianity, this game is other mighty general from Carthage face Scipio and the legendary wonderful resource. leaders of Republican Rome in five battles that redefined power in I used this game in a Sunday School class of sixth, seventh, and the Mediterranean: Tower, Cirta, Great Plains, Zama, and Tunes! eighth graders. The game raised many of the issues facing travelers The rules, which apply to all five scenarios, are short and concise. and proselytes in the first century. It placed the history and beliefs Can your students change the sequence of battle and the course of they already knew in a much stronger foundation. history? As with all wargames I use in my classroom, I break the game into Prismatech, 4025 Pleasantdale Road, Suite 220, Atlanta, Georgia opposing teams and give each student control over or more 30340; 888-316-3206; www.prismatech-inc.com individual units. The intrigue and semi-diplomacy behind the scenes accomplishes at least as much as the successes and defeats on the actual board! Nile Empire: War in Heliopolis Subjects: arithmetic,, critical thinking, geography, history, life skills, Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; map reading, planning, probability, problem solving, reading, 205-957-0017/0016 fax [email protected] social skills, spatial skills, spelling, storytelling, strategy, vocabulary, www.avalanchepress.com writing Age Range: 10 and up Time: varies Short Role-Playing Simulations for History Classrooms Ignore the lurid cover. Subjects: critical thinking, geography, higher order thinking, history, logic, planning, problem solving, reading, social skills, This roleplay sourcebook a lengthy and accurate overview of life in strategy, vocabulary, writing ancient Egypt. A mythic history is placed alongside the cultural and Age Range: 9 and up historical account, for this provides the fodder for the roleplaying Time: 30 minutes or more scenario, War in Heliopolis, at the end of the book. Character types include scribe, trader, and nomad. You simply use the background Rich di Giacomo has created a packet of simulation activities for material, or you can loose you students into the fantastic clash world and U.S. history classes. He covers Imperial Rome, Martin between the primeval deities of the Black Land! Luther, French Revolution, Reconstruction, Labor & Unions, World War I, Isolationism, Cold War, and Hippies. Each works smoothly Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; and in a focused way to engage students with the central issues. 205-957-0017/0016 fax [email protected] Teachers can modify each activity to fit the time, space, and age www.avalanchepress.com needs of individual classrooms.

14 These are broad topics with a good time limit. The topics are in Terra Incognita state outcomes, are broad, and designed for classroom use. Subjects: geography, history, map reading, planning, problem solving, reading, social skills, storytelling, vocabulary, writing Social Studies School Service; 800-421-4246 Age Range: 10 and up Time: varies

Soldier Kings: The Seven Years War Worldwide Foil the plots of enemy agents! Explore the mysteries of Africa and Subjects: arithmetic, critical thinking, geography, higher order Asia! Discover the ancient secrets of lost peoples! Terra Incognita is thinking, history, logic, map reading, planning, probability, problem a resource for the age of imperialism and discovery. Carefully solving, social skills, spatial skills, strategy, vocabulary researched from the history, culture, and lore of the Nineteenth Age Range: 13 and up Century, this book provides loads of information for simulations, Time: 3 or more hours research, historical figures and issues, and much more.

This high-level war game simulates the sweeping conflicts the mid- Grey Ghost Press, Inc. PO Box 838 Randolph, MA 02368-0838; eighteenth century. The handsome maps, which you should 781-961-2050 [email protected] www.fudgerpg.com laminate immediately, cover Europe, the Americas, India, and the Spice Islands. Shifting technologies and unexpected events like hurricanes or dysentery enliven and complicate play. There is more U.S. Patent No. 1 to these rules than a game of Monopoly, but they are well written Subjects: arithmetic, critical thinking, deductive reasoning, higher and number only about a dozen pages. You can understand them order thinking, history, life skills, logic, map reading, planning, quickly, and a couple of pages of tables, printed on heavy paper, probability, problem solving, reading , social skills, spatial skills, facilitate play. strategy, vocabulary, writing There is plenty of history and geography here. Teachers can analyze Age Range: 10 and up the game with students and consider how well it simulates the Time: 30 minutes or more conflicts of that age. Are the various victory conditions realistic? Some students will want to create new cards in order to introduce In this game each player has just invented a time travel device, but new elements into play. You can have your students write about it does not really matter who invented it earlier or later. Each player their strategies and stories. is racing to reach the patent office first, that is, on July 30, 1790, the day it first opened for business. Upon reaching the patent Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; office, with or without a working time machine, a player must take 205-957-0017/0016 fax [email protected] a number in line, though he can leave and pursue his other www.avalanchepress.com objectives, as long as he returns in time for his appointment and now (then?) has a working time machine. Meanwhile other players race to complete their own time machines and attempt to foil the Tenjo journeys of their competitors. Whew! Subjects: arithmetic, critical thinking,, higher order thinking, This game is a brilliant dash through history and technology, the history, logic, map reading, patterns, planning, probability, problem assorted elements and imagery of the time machines making for solving, social skills, spatial skills, strategy, vocabulary great discussions and research. What is that really? The syntax and Age Range: High School terminology alone are wonderful, and the players tend to concoct Time: 2 hours or more much of this themselves! Have students write a narrative about their journeys. Have them analyze the many probability elements This is a remarkable, evocative game of conflict and diplomacy set inherent in movement and their places in line at the patent office. in sixteenth century Japan. It is somewhat complex but can form a strong core or example in a study of feudal Japan or conflict in Cheapass Games 5212 NE 60th St. Seattle, WA 98115; 206-526- general. Cards, dice, and wealth tokens drive and represent the 1096/1097 fax www.cheapass.com game as it is played. The seemingly abstract board features soon become concrete elements of strategy and geography. The game is a good opportu- Vex: Nations nity to examine map symbols and probabilities. Vex: States and Provinces Go see Kurosawa's Ran, and then play this game! Subjects: critical thinking, geography, history, patterns, social skills, spatial skills, strategy, vocabulary WhySpire? LLC 45 Tauruus Dr. Novato, CA 94947; 888-481-1101; Age Range: 6 and up www.tenjo.com Time: 5 minutes and up to an hour

Each card in this series depicts beautifully the flag of a nation in bright, clear colors. Surrounding the flag are data on the color and design of the flag as well as information on its history and evolu- tion. The box of cards also includes rules describing half a dozen games to play. These range from a variety of increasingly complex matching games to challenges in geography and history. The second series, Vex: States and Provinces, has the same struc- ture for the flags of the various subdivisions of nations around the world. Our first game came to a screeching halt when we came across Nunavut, leading to a long discussion and then research on this newest Canadian province.

Six Sided Simulations, P.O. Box 328, Cockeysville, Maryland 21030; 410-771-1947 www.sixsided.com 15 Vlad the Impaler: Blood Prince of Wallachia Icehouse Subjects: critical thinking, deductive reasoning, geography, higher Subjects: problem solving, reading, social skills, strategy order thinking, history, logic, map reading, planning, problem Age Range: varies ( 7 and up) solving, reading, social skills, storytelling, strategy, vocabulary, Time: 20 to 40 minutes writing Age Range: 12 and up This is a game of many games. The game itself consists of a box of Time: several hours colorful stackable, pyramids. They come in three sizes and four Ignore the lurid cover. colors. The box also includes a rule booklet covering specific rules for Ice Towers, Ice Traders, Martian Chess, and Zarcana. Looney This book provides a fabulous account of the life and times of the Labs' website includes at last count well over a dozen more games to man known to history as Vlad the Impaler, a far more gruesome play with these pieces. These various games cover problem-solving, reality than the tales of Dracula he is supposed have inspired. Vlad math, sequencing, cooperation, and more. forms the focus for an excellent overview of the events and issues of fifteenth century eastern Europe. There is also information on the Ice Towers is a stacking game in which players are making plays at legends of the walking dead. The book includes a scenario, Son of the same time. There are but a few rules, but they produce complex the Dragon, which connects to another simulation from Avalanche situations and must be monitored both for your own plays and all Press, The Last Days of Constantinople. All is not as it seems! Both those of your opponents. stories us the D20 system to resolve challenges. I used material from this Vlad the Impaler in two different courses, Ice Traders links the pieces by size and color, allowing players to both at the high school level, one a history class on early modern make plays between some but not others, requiring constant Europe, the other on vampires in literature. attention to the shifting elements in play.

Avalanche Press Ltd. P. O. Box 100852 Birmingham, AL 35210; Martian Chess seems at first take to be a simplification of chess, but 205-957-0017/0016 fax [email protected] it has its own convoluted aspects. You can lose control of a piece to www.avalanchepress.com an opponent, but it remains on the board. In fact to capture pieces, you almost have to sacrifice your capturing piece. Several avid chess players found it very challenging, for it is hard to shake off old War of 1812 understandings in order to play well. Subjects: arithmetic, critical thinking, geography, higher order thinking, history, logic, map reading, planning, probability, Zarcana uses a tarot deck in combination with the pieces, making problem solving, reading, social skills, spatial skills, strategy, every game an elaborate interaction of factors. vocabulary Age Range: 10 and up Playing with Pyramids adds many new games to the Icehouse Time: about 2 hours repertoire. It begins with an examination of several general options for Icehouse and a brief history. The new games are treasures and Columbia Games has designed a beautiful game to simulate the the original games are explained at greater length and with more War of 1812, what some call the Second Revolutionary War, as the examples. "Thin Ice," "Pikemen," and "Volcano" have been especially British Empire attempts to confine the ambitions of the United popular in my classroom. They are active and challenging. "Zagami" States of America, itself little more than a generation in existence. and "Zendo" have been great in math class! "RAMbots" and The rules are brief and to the point, emphasizing the need for "Gnostica" are more complex in their play, requiring players to supplies, the menace of winter, and the importance of the fleets. maintain an awareness of several different options and media. The action of the conflict centers on Lakes Erie and Ontario, and the game map is a fine piece of work. Looney Labs, P.O. Box 761, College Park, Maryland 20740; This is the kind of game where I like to divide my students into the www.looneylabs.com two teams and give each one a unit or two to command. This thickens the fog of war and intensifies the need for both sides to carefully marshall and expend their resources.

Columbia Games, P.O. Box 3457, Blaine, Wisconsin 98231; 800- 636-3631 www.columbiagames.com

So ends another in our series of Games In Education. Sit Back, Relax, and enjoy the company of a fellow gamer.

16 GAME: Road to Osaka comes with an introductory scenario that-while not balanced PRICE: $18, $16 for each supplement really-does a good job of showing the key issues in developing an AGES: Junior High up empire in the ancient world. It is also great fun. COMPLEXITY: low to moderate CLASSES SUITABLE FOR: History classes Eurogames/Descartes USA, Inc. P.O. Box 953 Phoenixville, PA NUMBER OF PLAYERS: 2 19460 (610) 917-0311 CAN TEAMS BE USED?: absolutely TIME TO LEARN: 2 hours GAME: Nuclear War TIME TO TEACH: 30 minutes PRICE: $30 TIME TO PLAY: variable, minimum of one hour AGES: 10 and up (theme is probably PG) COMMENTS: The rules are ok while the supplements have good COMPLEXITY: Low information on Japan's feudal system. The advantage is the rules are CLASSES SUITABLE FOR: Dealing with Cold War/modern history/ simple. The disadvantage is that it requires having little figurines current events (although using Risk(tm) pieces work). NUMBER OF PLAYERS: 2-6 CAN TEAMS BE USED?: No. DAISHO GAMES. Available from Brookhurst Hobbies 12188 TIME TO LEARN: 30 minutes Brookhurst St Garden Grove, CA 92840; 714-636-3580/9150 fax TIME TO TEACH: 15 minutes (can be done as you start games) [email protected], www.brookhursthobbies.com TIME TO PLAY: 10-60 minutes COMMENTS: Object is to wipe everyone out. It is VERY possible GAME: Settlers of Catan that everyone dies and no one wins the game. It IS possible to win PRICE: $38 (German version is significantly cheaper) the game without using nuclear weapons. [which may raise some AGES: 12- interesting classroom discussions]. COMPLEXITY: Moderate to low CLASSES SUITABLE FOR: Geography, studying of colonization Flying Buffalo Inc P.O.Box 1467 Scottsdale, AZ 85252; 480-945- NUMBER OF PLAYERS: 2-4 6917; [email protected], www.flyingbuffalo.com CAN TEAMS BE USED?: Small, perhaps with designated roles within the team GAME: The Chicago Way TIME TO LEARN: 30 minutes PRICE: $35 TIME TO TEACH: 10 minutes (but explain BEFORE setup, as setup is AGES: 9 and up a definite time for strategic decisions by players) COMPLEXITY: low TIME TO PLAY: widely variable, generally between 30-120 minutes CLASSES SUITABLE FOR: US History, Government COMMENTS: Great game, relationship between resources and NUMBER OF PLAYERS: 2-4 (best with 4) communities, also involves probability/odds in determination of CAN TEAMS BE USED?: Yes (although not tried) resources. Instead of Catan, could easily call the game Settlers of TIME TO LEARN: 15 minutes Jamestown for a US History class for example. TIME TO TEACH: 10 minutes TIME TO PLAY: 30min - 2 hours Mayfair Games 8060 St. Louis Ave. Skokie, IL 60076; 847-677-6655/ COMMENTS: Contains political biographies of Chicago luminaries. 6253 fax [email protected] Requires cooperation, trading/interaction. There is a Rated PG word on the Mayor Cermak card. Art is NOT realistic. Designer GAME: Settlers of Canaan had potential education use in mind. PRICE: $30 AGES: 10-11 or older Jolly Roger Games PO Box 61 Sigel IL 62462; (217)-844-4448; COMPLEXITY: low [email protected], jollyrogergames.hypermart.net CLASSES SUITABLE FOR: World History/Ancient History, Religion NUMBER OF PLAYERS: 2-4 CAN TEAMS BE USED?: Yes, but not great for it GAME: Chrononauts TIME TO LEARN: 30 minutes COMPANY: Looney Labs TIME TO TEACH: Can be taught as started, 15 minute overview PRICE: $20 would be handy AGES: Junior High up TIME TO PLAY: 1-3 hours COMPLEXITY: Low-Medium COMMENTS: Great for religion class, goes from Joshua to David. CLASSES SUITABLE FOR: Classes working with cause-effect This could be a touchy game for a public school class as the game is NUMBER OF PLAYERS: 2 very Christian-oriented. CAN TEAMS BE USED?: Not easily TIME TO LEARN: 45 minutes Cactus , Inc. 6295 N. Oak Tfwy Kansas City, MO TIME TO TEACH: 10 minutes 64118; 800-365-1711; www.cactusgamedesign.com TIME TO PLAY: 30-60 minutes COMMENTS: Players are time travelers trying to create a certain GAME: Mare Nostrum timeline in Earth's history. Players can end the world, create peace, PRICE: $45 etc. "Photocopying for personal use" would be necessary to have AGES: Recommended 14 and up more than two players playing, or else modifying the rules. (The COMPLEXITY: Moderate comments are based on the first Chrononauts from 2001) CLASSES SUITABLE FOR: Ancients, Europe, Geography NUMBER OF PLAYERS: 2-5 (3-5 best) Looney Labs PO Box 761 College Park, MD 20740; (301)-441- CAN TEAMS BE USED?: Yes (3 per team can work) 1019/4871 fax [email protected], www.looneylabs.com/ TIME TO LEARN: 1 hour BackRoom TIME TO TEACH: 30 minutes TIME TO PLAY: 2 hours COMMENTS: Simulates the creation of modern civilizations. It 17 GAMES FOR TEACHERS OFFICIAL FORM PHOTOCOPY THIS FORM, AND USE ONE FORM FOR EACH GAME YOU WANT TO PROCURE This form may only be used by a professional teacher at an accredited school. If you think you should also be able to use this form, submit credentials to GAMA’s Executive Director, or Games in Education Committee Chairman. If you need information from any manu- facturer as to available products contact them first. Be sure to ask for their standard freight costs, in case that isn’t in the catalog they send you. When you know what games you want, use this form. If applicable to your school or district, attach purchase order. Always include appropriate payment or credit card information. Payment must be with order. No manufacturer can extend credit for this program. Submit the completely filled-in form to manufacturer; incomplete forms must be rejected. TO: Company ______FROM: Teacher ______Send one free copy of ______School ______AND / OR... Shipping Address ______Send six copies at 50% discount, plus shipping, of City ______State/Province ______Zip/Postal Code ______Country ______PAYMENT Telephone (______)______Enclosed is check for payment in full. Fax (______)______Please charge my credit card, type ______Non-Profit Status (type) ______Card Number ______Non-Profit Tax Exempt Number ______Expiry Date ______School District ______Name on Card ______Billing Address if different than above ______

This program allows teachers to accept reimbursement from their school or district, if available. I warrant that I will not sell, barter or trade the games supplied in this program. SIGNATURE ______BY ______

The objective of the Game Manufacturers Association is to promote the general interest of all persons engaged in the buying, selling, licensing, or manufacturing of gaming products. Naturally, if we can help you teach with games we all win!

18 Games For Teachers Game publishers are naturally interested in teachers using games to educate. Some are willing to give you their games free, some are able to sell you games at wholesale prices. Here’s a list of manufacturers who have agreed to send teachers a free sample and/or sell you a casepack of six games at 50% discount (six is a normal case pack, so this quantity is easy for the manufacturer to simply put a shipping label on and send them to you). To order, you must fill in the form on the opposite page, being sure to include all information. Note that this is not an endorsement of any manufacturer, just a listing of those who agreed to participate in this program.

Games Quarterly Catalog is the industry guide to what’s currently available- thousands of games and roughly 38,000 game-related products. It’s primarily a comprehensive price listing, however hundreds of games are pictured and described. The publisher of Games Quarterly Catalog is also GAMA’s current Executive Director. Teachers who mail a request for the current edition of Games Quarterly Catalog can get a copy for $5 (use the games order form, please). Include in your request the school you teach at, its address, daytime phone number, and subject(s) you teach. Mail to: GQC for Teachers, 80 Garden Center Suite 16. Broomfield, CO. 80020 Participating Manufacturers May Discontinue Their Offer Without Notice Contact GAMA Executive Director for Current List Offer a 6-pack of Games at 50% discount, accept credit card Offer Free Sample Game payments, at least VISA and MasterCard, so form can come by fax. Agents of Gaming, Dave Frank, 7672 McEwen Road, Dayton OH 45459, Fax 937-436-2461 Agents of Gaming, Dave Frank, 7672 McEwen Road, Dayton OH 45459, Fax 937-436-2461 Avalanche Press, John Morris, P.O. Box 100852, Birmingham AL 35210 Fax: 205-957-0016 Atlas Games, John Nephew, PO Box 131233, Roseville, State/Prov: MN 55113 Fax: 651-638-0084 Backstage Press, Anthony J. Gallela Broomfield, CO 80020 Cell: 415-577-6783 Avalanche Press, John Morris, P.O. Box 100852, Birmingham AL 35210 Fax: 205-957-0016 Basement Games c/o Rain Sirovy PO Box 299, Collingswood, NJ 08108 Fax: (856) 962-0177 Basement Games c/o Rain Sirovy PO Box 299, Collingswood, NJ 08108 Fax: 856-962-0177 Brittannia Game Designs Ltd, Steve Turner, 94 Laurel Road, Dudley, West Midlands, Brittannia Game Designs Ltd, Steve Turner, 94 Laurel Road, Dudley, West Midlands, United Kingdom United Kingdom Zip: DY1 3EZ Fax: +44 1384 235244 Zip: DY1 3EZ Fax: +44 1384 235244 Chaosium, Charlie Crank 900 Murmansk St, Suite 5, Oakland CA 94607 Fax 510-452-4659 Chaosium, Charlie Crank, 900 Murmansk St, Suite 5, Oakland CA 94607 Fax 510-452-4659 Clockworks, Aaron Rosenberg 5765 73rd Place, 1st Flr, Maspeth, NY 11378 Cheapass Games, Nicole Lindroos, 5212 NE 60th Street, Seattle WA 98115 Fax 206-526-1097 Columbia Games, Inc., POB 3457, Blaine, WA 98231 Fax: 360/366-3313 Clash of Arms Games, Charlie Spiegel, Byrne Building #205, Lincoln & Morgan Sts., Phoenixville, PA 19460 Fax: 610 935 7622 Cosmic Wimpout, Lynne at the Clubhouse, P.O. Box 3199 Greenfield MA 01301 Fax 413-624-8951

Cosmic Wimpout, Lynne at the Clubhouse, P.O. Box 3199 Greenfield MA 01301 Fax 413-624-8951 Green Knight Publishing, Contact: Wizard's Attic, Eric Rowe 900 Murmansk Street #7, Oakland CA 94607 Fax: 510-452-4952 Filsinger Games, Tom Filsinger P.O. Box 3493, Jamestown, NY 14702 Fax 716-483-5756 *51 Guardians Of Order, Mark C. MacKinnon Flying Buffalo, Rick Loomis PO Box 1467, Scottsdale AZ 85252 Fax: 480-994-1170 176 Speedvale Ave West, Unit #2, Guelph, Ontario Canada N1H 1C3 Fax:(519) 821-7636

Gold Rush Games, Margaret Arsenault, PO Box 2531, Elk Grove, CA 95759 Fax: 413- 383-3140 Holistic Design Inc, Chris Wiese 5295 Hwy 78 D-337, Stone Mountain GA 30087 Fax: 770-592-7475 Green Knight Publishing, Contact: Wizard's Attic, Eric Rowe 900 Murmansk Street #7, Oakland CA 94607 Fax: 510-452-4952 Latz Chance Games. Ayal Latz P.O. Box 251, Lutsen MN 55612 Fax 218-663-8131

Guardians Of Order, Mark C. MacKinnon Rio Grande Games, Jay M Tummelson PO Box 45715, Rio Rancho NM 87174 Fax: 505-771-8967 176 Speedvale Ave West, Unit #2, Guelph, Ontario Canada N1H 1C3 Fax: 519-821-7636 R&R Games, Inc., Frank DiLorenzo PO Box 130195, Tampa FL 33681-0195 Fax: 813-835-0245 Holistic Design Inc, Chris Wiese, 5295 Hwy 78 D-337, Stone Mountain GA 30087 Fax: 770-592-7475 Steve Jackson Games, Ross Jepson Box 18957, Austin TX 78760 Fax: 512-447-1144 Latz Chance Games. Ayal Latz P.O. Box 251, Lutsen MN 55612 Fax 218-663-8131 Stupendous Games, Stuart John Bernard 2804 East Oakland Ave Bloomington, IL 61704 (no Fax) Looney Labs, Kristin Looney Post Office Box 761, College Park, MD 20740 Fax: 301-441-4871 Other Offers Amarillo Design Bureau, Inc., will provide copies of Star Fleet Missions, a card game based Out of the Box Publishing, Al Waller 2722 Oakridge Ave., Madison WI 53704 Fax: 800-637-4201 on original Star Trek, for $5 each (one-third of the retail price of $14.95) plus shipping ($4 Patch Products P.O. Box 268, Beloit, WI 53512-0268 Fax: 608-362-6896 for one game, $5 total for two or more). Star Fleet Missions is suitable for ages 8 and up, and teaches problem solving and strategy. It can be learned in 15 minutes and played in 30 Precedence Entertainment, Inc., Dave Hewitt minutes. Contact Leanna Cole, PO Box 8759, Amarillo TX 79114. Fax 806-351-2585. We PO Box 28397, Tempe AZ 85285 Fax: 480-894-2028 can accept Visa or Mastercard.

Rio Grande Games, Jay M Tummelson PO Box 45715, Rio Rancho NM 87174 Fax: 505-771-8967 Black Knight Games will ship a free copy of Fantasy Legend, a miniatures game, and other Black Knight game for the cost of shipping ($4.00 per copy). Fantasy Legend(tm) is a game R&R Games, Inc., Frank DiLorenzo PO Box 130195, Tampa FL 33681-0195 Fax: 813-835-0245 written by a parent concerned about what younger players might read. The game is completely 'safe' for kids as there is no nudity, gothic reference, or racial undertones. Black Steve Jackson Games, Ross Jepson Box 18957, Austin TX 78760 Fax: 512-447-1144 Knight Games, 1690 Kestrel Lane, Blue Mounds WI 53517 Fax 608-437-7634 Thunder Castle Games, Mike Sager P. O. Box 578, Lee’s Summit MO 64063 Fax 816-525-4564 Osprey Publishing Ltd., a publisher of books (including historical topics) will supply any quantity copies of a BOOK that a teacher requests, at a price of 40% off suggested retail, plus shipping cost. Our shipping for 6+ books is free. OspreyDirectUS, PO Box 130, Sterling Heights, MI 48311-0130 Fax: 248-399-6194 We accept Visa or Mastercard. Offer a 6-pack of Games at 50% discount, but cannot accept credit card payments, so send check with form. Forgotten Futures, a British Victorian/Edwardian role playing game, is distributed on CD- ROM with copyright-free period fiction, articles and illustrations, many of educational Backstage Press, Anthony J. Gallela Broomfield, CO 80020 Cell: 415-577-6783 interest, in HTML format. The author will provide one copy per educational institution for Masters of Role Playing Magazine, Jason Anderson $22 including postage {normally $33; UK price £12 (normally £18)}; files may be P.O. Box 114, American Fork, UT 84003 Fax: 801-796-5584 networked. Marcus L. Rowland, 22 Westbourne Park Villas, London W2 5EA, ENGLAND Payment by dollar or sterling cheque only. Contact them, quoting "Educational discount Clockworks, Aaron Rosenberg 5765 73rd Place, 1st Flr, Maspeth, NY 11378 offer".

Earwig Enteprises 1806 Milmont Ave PM Box 102, Milpitas, CA 95035 Fax:(408) 942-6815 Flying Buffalo Inc has some simulation games that can be played by mail or email with us as the referee, and that free information is available from Flying Buffalo PO Box 1467, Inner City Games Designs, Chris Clark, 36460 North Highway 45, Lake Villa IL 60046, Fax: (847) 356-7484 (call first - same number as phone) Scottsdale, AZ 85252 or email [email protected]. Stupendous Games, Stuart John Bernard 2804 East Oakland Ave Bloomington, IL 61704 (no Fax) Columbia Games Inc has a 30% discount offer on historical (only) games for teachers, schools or homeschool families. POB 3457 Blaine, WA 98231; 800/636-3631 toll free; www.columbiagames.com Eagle Games 13731 Capista Plainfield, IL. 60544: 815-577-8920/8921fax. www.eaglegames.net These are large Historical board games suitable for classroom simulations and excellent unit projects (especially their Civil War Game). contact them for special educational offers of up to 50%. 19 Using Games to Educate

Works!!Works!!

The objective of the Game Manufacturers Association is to promote the general interest of all persons engaged in the buying, selling, licensing, or manufacturing of gaming products. Naturally, if we can help you teach with games we all win!

GAMA 80 Garden Center, Suite 16 Broomfield, CO 80020 Phone: 303-635-2223 fax: 303-469-2878 www.gama.org

Version 2.0, Printed June 2003. This brochure includes articles from eight years of Games in Education monthly newsletters, edited by David Millians, Paideia School, Atlanta Georgia USA and Mark Simmons, GAMA Executive Director. Published by GAMA, the Game Manufacturers Association. © 2003, GAMA, the Game Manufacturers Association. Permission to photocopy but not sell is granted. All other rights reserved.

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