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AP World History: Modern

AP World 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.

34 Games36 Chains Puzzles17 PrintablesNo Login

Jump to Whole Course 1 · Global Tapestry 2 · Networks 3 · Land Empires 4 · Transoceanic 5 · Revolutions 6 · Industrialization 7 · Global Conflict 8 · Cold War 9 · Globalization

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Pick one of these three games.

Unit 1: The Global Tapestry

c. 1200–1450. Song China, Dar al-Islam, South and Southeast Asia, the Americas, Africa, and Europe before any of them met at scale.

Unit 1

Wits: World Religions

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

Practices Comparing four religions: Christianity, Islam, Buddhism and Hinduism. Five issues: founders, hearths, beliefs, diffusion and geography.

How it plays

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

PrintableComparison3–6 Players
Deal a hand Print the Decks

Unit 2: Networks of Exchange

c. 1200–1450. The Silk Roads, the Indian Ocean, and the trans-Saharan routes — and everything that traveled on them, plague included.

Unit 2

Caravan: The Silk Roads

Run a merchant house in about fifteen minutes.

Practices Trade networks: the Silk Roads and the Indian Ocean, 1200 to 1450, and the spread of plague.

How it plays

Camels charge by weight and ships charge a share of cargo value, so each good has a cheaper route. The plague arrives on your own routes.

15 CitiesSilk Roads & Indian OceanOpens in 3 Stages~15 Minutes
Play now

Unit 3: Land-Based Empires

c. 1450–1750. Ottoman, Safavid, Mughal, Ming and Qing, Tokugawa, Romanov. Same gunpowder, six different answers to holding a diverse population.

Unit 3

Wits: Land-Based Empires

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

Practices Comparing four empires: Ottoman, Safavid, Mughal and Qing. Who staffs the army? Does the ruler stand above the majority faith? Where does the money come from?

How it plays

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

PrintableComparison3–6 Players
Deal a hand Print the Decks

Unit 4: Transoceanic Interconnections

c. 1450–1750. Sea routes, the Columbian Exchange, coerced labor, and the silver that made the first global market.

Unit 4

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 5: Revolutions

c. 1750–1900. Enlightenment arguments, four Atlantic revolutions, the nations built afterward, and the machines that changed the ground under all of it.

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 5

Industrialization: Six Hands on the Machine

Projector game for the whole class.

Practices Industrialization, 1750 to 1900: owners, workers, landowners, the state, colonial producers and reformers.

How it plays

Six groups fight over the same six sliders. Output and urban life expectancy run on different levers. Build the works without the drains and people die.

Projector GameWhole ClassPrimary Sources
Run it in class Group Sheets
Unit 5

Wits: Age of Revolutions

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

Practices Comparing four revolutions: American, French, Haitian and Latin American. Four risings that borrowed the same words and meant very different things by them.

How it plays

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

PrintableComparison3–6 Players
Deal a hand Print the Decks

Unit 6: Consequences of Industrialization

c. 1750–1900. The new imperialism, China forced open, Japan choosing differently, and the movements that pushed back.

Unit 7: Global Conflict

c. 1900–1945. Two world wars, the peace that failed between them, and the decisions real policymakers faced in the twenty years of quiet.

Unit 7

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 8: Cold War & Decolonization

c. 1945–1980. Two superpowers who never fought each other, and the empires that came apart three different ways.

Unit 9: Globalization

c. 1980–present. The Cold War ends, production spreads across borders, and so do the problems.

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