If Axis and Allies is already known, this is a World War One variant to use the same rules and play the same game.
The value is in the use of the cards. 36 possible results along with the various on-base situations allows calculation of possible results and probabilities. The statistics for likelihood of each on-base situation are researchable. This would work with moderate to high level math classes. Students could recreate player abilities/make their own cards by researching past baseball season stats.
Better to tweak the rules and emphasize the creation of things and the riddles. Be prepared to provide extra play-doh or model clay!
It looks pretty and will have some critical thinking issues: do you press on with exporation or go back and claim your fame and hope no one else finds other, more famous things. Similar to â€œSource of the Nileâ€ by Avalon Hill.
It is essentially a 4-player chess variant.
Players look at cards and try and form words from the letters on at least three cards. First to blurt a word gets those cards. Simple, fast, affordable.
Nice easy word game. The caution would be with older kids who could try and push the limits of word choices, but that is a rare problem. It is also easy to make your own cards for the game.
These are books covering every conceivable military campaign of history or army of history. The value comes from the brevity of the books, the conciseness of detail, and the photographs and color artwork that accompany the text. The research behind the books tends to be first-rate as well. If not used directly or made available to students, they can supplement knowledge in areas you feel you as a teacher need help with.
Great game, relationship between resources and communities, also involves probability/odds in determination of resources. Instead of Catan, could easily call the game Settlers of Jamestown for a US History class for example.
The computer game plays MUCH faster taking all calculations out. It would be the MUCH PREFERRED version for use in a classroom. Players buy stock in railroads and manipulate the market while developing a rail network in the Eastern United States. Completely different in style from the Empire Builder series. It is massive profits through stock manipulation, just like in 19th century America. The computer version can be saved and resumed. Boardgame version would require scrupulous students/students who stay focused when not actively participating in a turn.