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AP European History

AP European History Games for Units 1–9.

Pick a unit. Each one has Chains, Time Towers and Witty for practice, plus simulations and card games for the big arguments.

32 Games36 Chains Puzzles16 PrintablesNo Login

Jump to Whole Course 1 · Renaissance 2 · Reformation 3 · Absolutism 4 · Enlightenment 5 · Revolution 6 · Industry 7 · 19th Century 8 · World Wars 9 · Cold War

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Pick one of these three games.

Unit 1: Renaissance & Exploration

1450–1648. Recovered classics, a printing press nobody could control, and the new monarchies that funded the first ocean voyages.

Unit 1

The Columbian Exchange

Plant ingredients across 14 regions and watch them spread until regional dishes light up.

Practices Diffusion of crops and dishes between the Old World and the New World: trade routes, climate zones and the Manila Galleon.

How it plays

Two difficulty modes.

14 RegionsAtlantic & Pacific Routes2 Difficulty Modes
Play now Lesson Plan

Unit 2: Age of Reformation

1450–1648. One monk's objection, the princes who found it useful, and ninety years of war before anyone agreed how to stop.

Unit 2

Wits: The Reformation

Each card shows a fact and a period image. Players name the confession.

Practices Comparing four confessions: Lutheran, Calvinist, Anabaptist and Catholic. One question: where does religious authority come from?

How it plays

Match the confession, or Outwit: play another confession's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Unit 3: Absolutism & Constitutionalism

1648–1815. Versailles and the Bill of Rights, built in the same century out of the same problem.

Unit 4: Scientific & Political Thought

1648–1815. Nature turns out to run on discoverable laws, and a generation asks whether government could too.

Unit 5: Revolution & Reaction

1648–1815. A bankruptcy becomes a revolution, a revolution becomes a terror, and the victors spend 1815 trying to make it unrepeatable.

Unit 5

History Market: Revolution and Empire

Start with $1,000 and buy shares in fifteen people and an index for each camp.

Practices Causation and power: how Royalists, Moderates, Jacobins and Bonapartists rose, split and fell.

How it plays

Sixteen events move the prices and the balance of power. The teacher projects each reveal with a code, so the class stays on the same event. About 15 minutes a class; it saves between days.

Whole ClassSolo16 Events
Play or project Slides Teacher Guide

Unit 6: Industrialization & Its Effects

1815–1914. Coal, cities that outgrew their sewers, and three different answers to what the factory had made.

Unit 6

1848: The Springtime of Peoples

Projector game for the whole class, February 1848 to 1852.

Practices Revolutions of 1848: liberals, nationalists, workers, monarchies, peasants and the Russian tsar.

How it plays

Six groups fight over the same six sliders. Popular support falls when the army moves, and again when the revolutionaries undo each other.

Projector GameWhole ClassPrimary Sources
Run it in class Group Sheets

Unit 7: The Nineteenth Century

1815–1914. Liberalism, nationalism, and conservatism arguing it out — and a science that unsettled all three.

Unit 7

Wits: The Isms

Each card shows a fact and a period image. Players name the doctrine.

Practices Comparing four ideologies: Liberal, Conservative, Nationalist and Socialist. One question: who should hold power?

How it plays

Match the doctrine, or Outwit: play another doctrine's card on the same issue.

PrintableComparison3–6 Players
Deal a hand Print the Decks

Unit 8: Twentieth-Century Conflicts

1914–present. Two world wars, a peace that failed between them, and the choices policymakers faced in the twenty years of quiet.

Unit 8

History Market: Revolution in Russia

Start with $1,000 and buy shares in fifteen people and an index for each camp.

Practices Causation and power: how the Tsarists, Liberals, Socialists, Bolsheviks and Whites rose, split and fell.

How it plays

Fourteen events move the prices and the balance of power. The teacher projects each reveal with a code, so the class stays on the same event. About 15 minutes a class; it saves between days.

Whole ClassSolo14 Events
Play or project Slides Teacher Guide
Unit 8

Brink

Class simulation. You are a nation in 1919.

Practices Interwar diplomacy: alliances, the Great Depression and the road to World War II.

How it plays

Negotiate, ally, and survive twenty years of economic crisis, then face the choices that led the world to war.

DiplomacyClass Simulation
Run it in class Slides Teacher Guide Worksheet

Unit 9: Cold War & Contemporary Europe

1914–present. A divided continent, a welfare state, an integration project, and the wars that returned in the 1990s.

Unit 9

Leapfrog

Launch innovations into the world city network and watch them move down the four ranks.

Practices Hierarchical diffusion through the world city network, and which innovations never reach the countryside.

How it plays

A mirror of The Columbian Exchange: same board, opposite rule.

14 Cities4 Ranks2 Difficulty Modes
Play now Worksheet