The first four games are being tested with students now. Each has a print-and-play or browser version and runs within a normal teaching session.
The Rising Power
Lecture or seminar · live phone voting
Every student is a small state; the lecturer plays a rising power. Each round the room votes to balance, buck-pass or bandwagon, and the server enforces the consequences: conquered states lose their vote.
- Players
- Lecture 40–100 · seminar 10–20
- Time
- 15–20 minutes · about 45 minutes
- Concepts
- Balance of power, alliances, hegemony
Read the guideRun a game
Running a game needs an invite code. Ask for one.
The Treaty Table
Seminar game · print and play
Cities make treaties that are equal on paper but unequal in fact. A second version seats two tables under different rulebooks for sovereignty, who then discover what each side cannot sign.
- Players
- Tables of 4–6
- Time
- 30–35 minutes
- Concepts
- City-state systems, sovereignty, recognition
The Route Map
Seminar game · print and play
Players open trade routes and charge tolls. Whoever sits on the chokepoint ends up running a network that nobody set out to govern. A second version adds monsoon seasons, merchant diasporas and a Pacific table with no map.
- Players
- Tables of 4–6
- Time
- About 35 minutes
- Concepts
- Network order, trade, diaspora
The Crisis Timeline
Seminar game · print and play, with tutor console
A crisis unfolds dispatch by dispatch, and teams must decide before they know how it ends. One version is set around the 1961 Belgrade Conference of non-aligned states.
- Players
- Small teams
- Time
- One seminar segment
- Concepts
- Cold War, non-alignment, decision-making