Pick a unit. Each one has Chains, Time Towers and Witty for practice, plus simulations and card games for the big arguments.
Not tied to a unit — one highlighting game across all nine.
A highlighting game on AP multiple-choice questions.
Practices Causation, comparison and continuity and change across Units 1–9, by sorting answer options into best, partly true, distractor and false.
Drag a marker across an answer option to mark it Best or False. A red pen then explains every option. Claim lands on a map to unlock two more markers, Partly true and Distractor. No timer.
1450–1648. Recovered classics, a printing press nobody could control, and the new monarchies that funded the first ocean voyages.
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.
Two difficulty modes.
1450–1648. One monk's objection, the princes who found it useful, and ninety years of war before anyone agreed how to stop.
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?
Match the confession, or Outwit: play another confession's card on the same issue.
1648–1815. Versailles and the Bill of Rights, built in the same century out of the same problem.
1648–1815. Nature turns out to run on discoverable laws, and a generation asks whether government could too.
1648–1815. A bankruptcy becomes a revolution, a revolution becomes a terror, and the victors spend 1815 trying to make it unrepeatable.
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.
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.
1815–1914. Coal, cities that outgrew their sewers, and three different answers to what the factory had made.
Projector game for the whole class, February 1848 to 1852.
Practices Revolutions of 1848: liberals, nationalists, workers, monarchies, peasants and the Russian tsar.
Six groups fight over the same six sliders. Popular support falls when the army moves, and again when the revolutionaries undo each other.
1815–1914. Liberalism, nationalism, and conservatism arguing it out — and a science that unsettled all three.
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?
Match the doctrine, or Outwit: play another doctrine's card on the same issue.
1914–present. Two world wars, a peace that failed between them, and the choices policymakers faced in the twenty years of quiet.
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.
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.
Class simulation. You are a nation in 1919.
Practices Interwar diplomacy: alliances, the Great Depression and the road to World War II.
Negotiate, ally, and survive twenty years of economic crisis, then face the choices that led the world to war.
1914–present. A divided continent, a welfare state, an integration project, and the wars that returned in the 1990s.
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.
A mirror of The Columbian Exchange: same board, opposite rule.