Game requiring area control that limits some cards to one use only, making card-counting/probability important. Limited to 2 players, it is best used as an example of the mechanics of probability, etc.
Contains political biographies of Chicago luminaries. Requires cooperation, trading/interaction. There is a Rated PG word on the Mayor Cermak card. Art is NOT realistic. Designer had potential education use in mind.
Can be done on card-table space. Requires figures (can be axis and allies pieces/risk pieces). Can also be used as comparative reference for troop/equipment quality. Co-designed by U.S. Army simulations designer.
Requires some cooperation and centers around the building of an international space platform. Can be played on a standard school desktop.
This is a free-form role-playing/game system. It has scenarios for every time period and can recreate history or be used to get into characters. Ideal as the only additional equipment necessary is a single six-sided die. Games are not repetitiveâ€”even with same players. Highly recommended for use once you understand how they work/have experience with them (and still good otherwise). Hamster Press is good answering questions and with support material.
Best use would be to research Arthurian values, etc. and let students create knights based on those values following this up with an adventure of their own. Pendragon is very thorough and true to Arthurian legends and medieval culture. It is a lot of work to use this, but it also has a correspondingly big payoff if successful. Good to use with â€œLe Morte dâ€™Arturâ€ or â€œThe Green Knightâ€
Covers all planes in Europe. Card game requiring strategy. Good to show superiority of jets, vulnerability of bombers. Definitely can see the progression in technology from 1939 to 1945. It is also possible to play a hand â€œsoloâ€ to learn the rules before explaining them to students.
Introduction to Japanese feudal culture, nice components with a modernish yet Japanese style.
Good in combination with the book Stone Soup.
To win you must advance, but you lose when you advance. Winner is really the last country with manpower left. After playing, students should feel incredibly frustratedâ€¦simulates feelings of officers of WW1 very well.